8 research outputs found
Integrated and interactive 4D system for archaeological stratigraphy
The digitization of some of the processes carried out in an archaeological excavation is changing the way of working at the
site. Today, new technologies coexist with traditional methodologies. The study of stratigraphy can combine drawings of
profiles and plans, the Harris Matrix diagram, as well as digitized files that perform a complete record of the stratigraphic
sequence. However, this information is usually unaggregated from the rest of the information system that makes up the
archaeological record. In this paper, we present an integrated software tool and the associated methodology to record, store,
visualize and analyze the 3D stratigraphy of a site. The implementation uses spatial databases to store information of a
heterogeneous nature and game engines for the visualization and interaction with this information. During the excavation
process, the strata are scanned using the Tof technology, which is available in many smartphones. The resulting 3D model
of the stratum, once uploaded to the software system, allows us to visualize the sequence of strata incorporating the findings
into their original arrangement. Some additional tools, such as the scrollbar, help to perform a temporal analysis of the site.
The result is a 4D interactive stratigraphy tool, which together with the Harris Matrix, complements the archaeological record
and facilitates the work to archaeologists. This methodology also allows to speed up the on-site work and the subsequent
analysis, while improving the user experience with the 3D archaeological site replica.CRUE-CSICSpringer NatureSpanish GovernmentEuropean Commission TIN2017-84968-
Stratigraphic visualisation for archaeological investigation
The principal objective of archaeology is to reconstruct in all possible ways the life of a community at a specific physical location throughout a specific time period. Distinctly separate layers of soil provide evidence for a specific time period. Discovered artefacts are most frequently used to date the layer. An artefact taken out of context is virtually worthless; hence the correct registration of the layer in which they were uncovered is of great importance. The most popular way to record temporal relationships between stratigraphic layers is through the use of the 2D Harris Matrix method. Without accurate 3D spatial recording of the layers, it is difficult if not impossible, to form new stratigraphic correspondences or correlations. New techniques for archaeological recording, reconstruction, visualisation and interpretation in 3D space are described in these works and as a result software has been developed. Within the developed software system, legacy stratigraphy data, reconstructed from archaeological notebooks can be integrated with contemporary photogrammetric models and theodolite point data representations to provide as comprehensive a reconstruction as possible. The new methods developed from this research have the capability to illustrate the progression of the excavation over time. This is made possible after the entry of only two or more strata. Sophisticated, yet easy-to-use tools allow the navigation of the entire site in 3D. Through the use of an animation-bar it is possible to replay through time both the excavation period and the occupation period, that is to say the various time periods in antiquity when human beings occupied these locations. The lack of complete and consistent recording of the soil layers was an issue that proved to be an obstacle for complete reconstruction during the development of these methods. A lack of worldwide archaeological consensus on the methods of stratigraphic recording inhibited development of a universal scientific tool. As a result, new recording methods are suggested to allow more scientific stratigraphic reconstruction.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
Vers une optimisation du processus d'analyse en ligne de données 3D : cas des fouilles archéologiques
L'archéologie est une discipline des sciences humaines dont l'objet d'étude est l'ensemble des vestiges matériels laissés par l'Homme (objets, bâtiments, infrastructures, paysages...). Une technique précise, la fouille, est employée afin de tirer toutes les informations possibles des sols et structures fouillés en tenant compte de la localisation exacte des objets découverts, de l'étude de la succession des différentes couches de terrain déblayé afin de pouvoir procéder à une datation stratigraphique. L'analyse d'une fouille archéologique demande souvent beaucoup d'efforts pour l'archéologue car, à ce jour, aucun système informatique n'a permis de clairement les aider dans l'analyse de leurs données. Ainsi, pour exploiter des données issues d'une fouille archéologique, nous avons identifié trois critères : la rapidité et la facilité d'utilisation, la possibilité de faire évoluer les données dans le système (les interprétations de l'archéologue suivant des heuristiques qui ne peuvent pas toujours être formalisées de façon absolue) et la visualisation tridimensionnelle. L'outil d'analyse en ligne de type SOLAP est optimisé pour une analyse interactive dite multidimensionnelle où les requêtes, même celles de types agrégatives sont simples et leurs réponses sont rapides. Reste donc à l'optimiser sur les deux autres critères retenus pour exploiter les données issues d'une fouille archéologique et qui marquent les principales faiblesses de l'outil : l'évolution des données pendant la phase d'analyse et l'intégration de la 3e dimension. Ce projet de maîtrise vise à apporter des nouveaux concepts permettant à un utilisateur de réviser ces données pendant sa phase d'analyse. Par la suite, un prototype appliqué à l'archéologie a été élaboré afin de vérifier simplement si les efforts pour réviser des données pouvaient être compatibles avec les efforts d'un outil d'analyse en ligne en conservant la fluidité d'exploration interactive. D'autre part, ce projet de maîtrise a permis d'étudier la faisabilité d'un SOLAP 3D et de soulever une interrogation sur la nécessité d'introduire la 3e dimension à un outil d'analyse en ligne
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Virtualizing the uncertainty of digital archaeological reconstructions applications on the Egyptian labyrinth of Hawara
The virtual reconstruction of archaeological sites has been a debatable field of research for decades. Archaeology theorists have questioned whether digitization is a reliable tool for visualizing history and presenting it to the public, and the uncertainty associated with digital reconstructions requires further investigation. The aim of this research is to investigate the viability of using virtual reality to represent the uncertainty of digital archaeological reconstructions to a non-specialist audience by developing and testing a virtual reality experience based on a real archaeological site. Drawing on existing literature on virtual reality as a technology, its applications in the reconstruction of archaeological sites, and an examination of the uncertainty of digital reconstructions of archaeological sites, it develops a theoretical framework for representing the uncertainty of archaeological reconstruction using virtual reality models. The framework is then developed and validated through interviews with experts in the field. The applied outcomes of the study are divided into three parts. In the first, the interviews with the experts were analyzed using Nvivo software in order to understand how they perceive and interpret archaeological data and evidence during the reconstruction process. The second outcome was the creation of a virtual reality experience based on historic reconstructions of the ancient Hawara Pyramid and Labyrinth site at Fayoum, Egypt. The virtual reality experience presents three versions of the site, each based on an historic reconstruction by a different ancient historian, namely Kircher, Lucas, and Canina. The aim in presenting these different interpretations together was to test whether the experience could be used to visualize the uncertainty which arises due to conflicting evidence. The third outcome involved testing the experience with members of the general public in order to gather users’ feedback regarding the use of virtual reality in the field of archaeology and heritage and its effectiveness in conveying the uncertainty within digital archaeological reconstructions. Data was gathered via a survey of users at different locations in Cairo, Egypt. The main thesis contribution to knowledge is generating a novel approach for representing the uncertainty of digital archaeological reconstructions using a virtual reality experience.The methodology and prototype used can be applied on other archaeological sites leading to a theoretical and practical advancement in this field of research