83 research outputs found

    ULTRA CLOSE-RANGE DIGITAL PHOTOGRAMMETRY AS A TOOL TO PRESERVE, STUDY, AND SHARE SKELETAL REMAINS

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    Skeletal collections around the world hold valuable and intriguing knowledge about humanity. Their potential value could be fully exploited by overcoming current limitations in documenting and sharing them. Virtual anthropology provides effective ways to study and value skeletal collections using three-dimensional (3D) data, e.g. allowing powerful comparative and evolutionary studies, along with specimen preservation and dissemination. CT- and laser scanning are the most used techniques for three-dimensional reconstruction. However, they are resource-intensive and, therefore, difficult to be applied to large samples or skeletal collections. Ultra close-range digital photogrammetry (UCR-DP) enables photorealistic 3D reconstructions from simple photographs of the specimen. However, it is the least used method in skeletal anthropology and the lack of appropriate protocols often limit the quality of its outcomes. This Ph.D. thesis explored UCR-DP application in skeletal anthropology. The state-of-the-art of this technique was studied, and a new approach based on cloud computing was proposed and validated against current gold standards. This approach relies on the processing capabilities of remote servers and a free-for-academic use software environment; it proved to produce measurements equivalent to those of osteometry and, in many cases, they were more precise than those of CT-scanning. Cloud-based UCR-DP allowed the processing of multiple 3D models at once, leading to a low-cost, quick, and effective 3D production. The technique was successfully used to digitally preserve an initial sample of 534 crania from the skeletal collections of the Museo Sardo di Antropologia ed Etnografia (MuSAE, Università degli Studi di Cagliari). Best practices in using the technique for skeletal collection dissemination were studied and several applications were developed including MuSAE online virtual tours, virtual physical anthropology labs and distance learning, durable online dissemination, and values-led participatorily designed interactive and immersive exhibitions at the MuSAE. The sample will be used in a future population study of Sardinian skeletal characteristics from the Neolithic to modern times. In conclusion, cloud-based UCR-DP offers many significant advantages over other 3D scanning techniques: greater versatility in terms of application range and technical implementation, scalability, photorealistic restitution, reduced requirements relating to hardware, labour, time, and cost, and is, therefore, the best choice to document and value effectively large skeletal samples and collections

    Accessing 3D Data

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    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

    AN AUTOMATIC PROCEDURE FOR COMBINING DIGITAL IMAGES AND LASER SCANNER DATA

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    AXMEDIS 2007 Conference Proceedings

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    The AXMEDIS International Conference series has been established since 2005 and is focused on the research, developments and applications in the cross-media domain, exploring innovative technologies to meet the challenges of the sector. AXMEDIS2007 deals with all subjects and topics related to cross-media and digital-media content production, processing, management, standards, representation, sharing, interoperability, protection and rights management. It addresses the latest developments and future trends of the technologies and their applications, their impact and exploitation within academic, business and industrial communities

    Representing archaeological uncertainty in cultural informatics

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    This thesis sets out to explore, describe, quantify, and visualise uncertainty in a cultural informatics context, with a focus on archaeological reconstructions. For quite some time, archaeologists and heritage experts have been criticising the often toorealistic appearance of three-dimensional reconstructions. They have been highlighting one of the unique features of archaeology: the information we have on our heritage will always be incomplete. This incompleteness should be reflected in digitised reconstructions of the past. This criticism is the driving force behind this thesis. The research examines archaeological theory and inferential process and provides insight into computer visualisation. It describes how these two areas, of archaeology and computer graphics, have formed a useful, but often tumultuous, relationship through the years. By examining the uncertainty background of disciplines such as GIS, medicine, and law, the thesis postulates that archaeological visualisation, in order to mature, must move towards archaeological knowledge visualisation. Three sequential areas are proposed through this thesis for the initial exploration of archaeological uncertainty: identification, quantification and modelling. The main contributions of the thesis lie in those three areas. Firstly, through the innovative design, distribution, and analysis of a questionnaire, the thesis identifies the importance of uncertainty in archaeological interpretation and discovers potential preferences among different evidence types. Secondly, the thesis uniquely analyses and evaluates, in relation to archaeological uncertainty, three different belief quantification models. The varying ways that these mathematical models work, are also evaluated through simulated experiments. Comparison of results indicates significant convergence between the models. Thirdly, a novel approach to archaeological uncertainty and evidence conflict visualisation is presented, influenced by information visualisation schemes. Lastly, suggestions for future semantic extensions to this research are presented through the design and development of new plugins to a search engine

    Digital 3D reconstruction as a research environment in art and architecture history: uncertainty classification and visualisation

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    The dissertation addresses the still not solved challenges concerned with the source-based digital 3D reconstruction, visualisation and documentation in the domain of archaeology, art and architecture history. The emerging BIM methodology and the exchange data format IFC are changing the way of collaboration, visualisation and documentation in the planning, construction and facility management process. The introduction and development of the Semantic Web (Web 3.0), spreading the idea of structured, formalised and linked data, offers semantically enriched human- and machine-readable data. In contrast to civil engineering and cultural heritage, academic object-oriented disciplines, like archaeology, art and architecture history, are acting as outside spectators. Since the 1990s, it has been argued that a 3D model is not likely to be considered a scientific reconstruction unless it is grounded on accurate documentation and visualisation. However, these standards are still missing and the validation of the outcomes is not fulfilled. Meanwhile, the digital research data remain ephemeral and continue to fill the growing digital cemeteries. This study focuses, therefore, on the evaluation of the source-based digital 3D reconstructions and, especially, on uncertainty assessment in the case of hypothetical reconstructions of destroyed or never built artefacts according to scientific principles, making the models shareable and reusable by a potentially wide audience. The work initially focuses on terminology and on the definition of a workflow especially related to the classification and visualisation of uncertainty. The workflow is then applied to specific cases of 3D models uploaded to the DFG repository of the AI Mainz. In this way, the available methods of documenting, visualising and communicating uncertainty are analysed. In the end, this process will lead to a validation or a correction of the workflow and the initial assumptions, but also (dealing with different hypotheses) to a better definition of the levels of uncertainty

    Teaching Visual Effects for Audiovisual Production using Digital Learning Objects

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    This Ph.D. research deals with the production of a digital learning object (DLO) to aid teaching activity, more specifically in the execution of practical exercises for the production of visual effects (VFX) in audiovisual in higher education courses. The study performs a literature review on the use of Information and Communication Technologies (ICTs) in education, Learning Objects (LOs), Digital Learning Objects (DLOs), and Blended Learning (BL). In the research, it seeks to understand the methods and procedures of design, implementation, evaluation, and validation of such technologies to be able to apply to the prototype to be developed. It presents the stages of development of the prototype and all the challenges faced for its realization. With the fully functional tool already developed and tested, the methodological procedures used for its use and evaluation are demonstrated. The field research is reported and documented, presenting the results achieved. Forms were used with students participating in the research, in addition to blind analysis of the practical work they developed. Such data are analyzed and the reflections and contributions from this whole experimentation process are presented. It was possible to conclude that the tool (DLO) designed managed to achieve its objectives and answer the research questions that fostered it, having been considered by the participants as useful, motivating, and functional in helping the learning process. The blind analysis undertaken did not show significant differences between the control and test groups in the quality of the work performed, however, it evidenced the possibility of using other methodologies in conjunction with those used, to improve future research. It is believed that all the discussion and experimentation carried out and documented reaches its objectives positively and demonstrates its contribution in to assist in the scientific discussion about the pedagogical effectiveness of DLOs, create an unprecedented DLO, in addition to presenting the DLOs production methodologies used.Esta pesquisa de doutoramento trata sobre a produção de um objeto de aprendizagem digital para o auxílio à atividade docente, mais especificamente na execução de exercícios práticos para a produção de efeitos visuais em audiovisual em cursos de nível superior. O estudo realiza uma revisão da literatura sobre o uso de Tecnologias da Informação e Comunicação na educação, objetos de aprendizagem, objetos de aprendizagem digitais e aprendizagem combinada. Na investigação, busca compreender os métodos e procedimentos de design, implementação, avaliação e validação de tais tecnologias para aplicar ao protótipo a ser desenvolvido. Apresenta as etapas de desenvolvimento do protótipo e todos os desafios enfrentados para sua concretização. Com a ferramenta totalmente funcional já desenvolvida e testada, são demonstrados os procedimentos metodológicos utilizados para seu uso e avaliação. A pesquisa de campo encontra-se relatada e documentada, apresentando os resultados alcançados. Foram utilizados formulários com os alunos participantes da pesquisa, além de análise cega sobre os trabalhos práticos por eles desenvolvidos. Tais dados são analisados e apresentadas as reflexões e contribuições advindas de todo este processo de experimentação. Foi possível concluir que a ferramenta (objeto de aprendizagem digital) projetada conseguiu atingir seus objetivos e responder às perguntas de pesquisa que o fomentou, tendo sido considerada pelos participantes como útil, motivadora e funcional para o auxílio do processo de aprendizagem. A análise cega empreendida não demonstrou diferenças significativas entre os grupos controle e teste na qualidade dos trabalhos executados, contudo, evidenciou a possibilidade de utilização de outras metodologias em conjunto com as utilizadas, para aprimoramento de pesquisas futuras. Acredita-se que toda a discussão e experimentação realizada e documentada atinge positivamente seus objetivos e demonstra sua contribuição ao auxiliar na discussão científica sobre a efetividade pedagógica dos objetos de aprendizagem digitais, criar um destes objetos/software inédito, além de apresentar as metodologias de produção utilizadas

    ECLAP 2012 Conference on Information Technologies for Performing Arts, Media Access and Entertainment

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    It has been a long history of Information Technology innovations within the Cultural Heritage areas. The Performing arts has also been enforced with a number of new innovations which unveil a range of synergies and possibilities. Most of the technologies and innovations produced for digital libraries, media entertainment and education can be exploited in the field of performing arts, with adaptation and repurposing. Performing arts offer many interesting challenges and opportunities for research and innovations and exploitation of cutting edge research results from interdisciplinary areas. For these reasons, the ECLAP 2012 can be regarded as a continuation of past conferences such as AXMEDIS and WEDELMUSIC (both pressed by IEEE and FUP). ECLAP is an European Commission project to create a social network and media access service for performing arts institutions in Europe, to create the e-library of performing arts, exploiting innovative solutions coming from the ICT
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