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    A 4D information system for the exploration of multitemporal images and maps using photogrammetry, web technologies and VR/AR

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    [EN] This contribution shows the comparison, investigation, and implementation of different access strategies on multimodal data. The first part of the research is structured as a theoretical part opposing and explaining the terms of conventional access, virtual archival access, and virtual museums while additionally referencing related work. Especially, issues that still persist in repositories like the ambiguity or missing of metadata is pointed out. The second part explains the practical implementation of a workflow from a large image repository to various four-dimensional applications. Mainly, the filtering of images and in the following, the orientation of images is explained. Selection of the relevant images is partly done manually but also with the use of deep convolutional neural networks for image classification. In the following, photogrammetric methods are used for finding the relative orientation between image pairs in a projective frame. For this purpose, an adapted Structure from Motion (SfM) workflow is presented, in which the step of feature detection and matching is replaced by the Radiant-Invariant Feature Transform (RIFT) and Matching On Demand with View Synthesis (MODS). Both methods have been evaluated on a benchmark dataset and performed superior than other approaches. Subsequently, the oriented images are placed interactively and in the future automatically in a 4D browser application showing images, maps, and building models Further usage scenarios are presented in several Virtual Reality (VR) and Augmented Reality (AR) applications. The new representation of the archival data enables spatial and temporal browsing of repositories allowing the research of innovative perspectives and the uncovering of historical details.Highlights:Strategies for a completely automated workflow from image repositories to four-dimensional (4D) access approaches.The orientation of historical images using adapted and evaluated feature matching methods.4D access methods for historical images and 3D models using web technologies and Virtual Reality (VR)/Augmented Reality (AR).[ES] Esta contribución muestra la comparación, investigación e implementación de diferentes estrategias de acceso a datos multimodales. La primera parte de la investigación se estructura en una parte teórica en la que se oponen y explican los términos de acceso convencional, acceso a los archivos virtuales, y museos virtuales, a la vez que se hace referencia a trabajos relacionados. En especial, se señalan los problemas que aún persisten en los repositorios, como la ambigüedad o la falta de metadatos. La segunda parte explica la implementación práctica de un flujo de trabajo desde un gran repositorio de imágenes a varias aplicaciones en cuatro dimensiones (4D). Principalmente, se explica el filtrado de imágenes y, a continuación, la orientación de las mismas. La selección de las imágenes relevantes se hace en parte manualmente, pero también con el uso de redes neuronales convolucionales profundas para la clasificación de las imágenes. A continuación, se utilizan métodos fotogramétricos para encontrar la orientación relativa entre pares de imágenes en un marco proyectivo. Para ello, se presenta un flujo de trabajo adaptado a partir de Structure from Motion, (SfM), en el que el paso de la detección y la correspondencia de entidades es sustituido por la Transformación de entidades invariante a la radiancia (Radiant-Invariant Feature Transform, RIFT) y la Correspondencia a demanda con vistas sintéticas (Matching on Demand with View Synthesis, MODS). Ambos métodos han sido evaluados sobre la base de un conjunto de datos de referencia y funcionaron mejor que otros procedimientos. Posteriormente, las imágenes orientadas se colocan interactivamente y en el futuro automáticamente en una aplicación de navegador 4D que muestra imágenes, mapas y modelos de edificios. Otros escenarios de uso se presentan en varias aplicación es de Realidad Virtual (RV) y Realidad Aumentada (RA). La nueva representación de los datos archivados permite la navegación espacial y temporal de los repositorios, lo que permite la investigación en perspectivas innovadoras y el descubrimiento de detalles históricos.The research upon which this paper is based is part of the junior research group UrbanHistory4D’s activities which has received funding from the German Federal Ministry of Education and Research under grant agreement No 01UG1630. This work was supported by the German Federal Ministry of Education and Research (BMBF, 01IS18026BA-F) by funding the competence center for Big Data “ScaDS Dresden/Leipzig”.Maiwald, F.; Bruschke, J.; Lehmann, C.; Niebling, F. (2019). Un sistema de información 4D para la exploración de imágenes y mapas multitemporales utilizando fotogrametría, tecnologías web y VR/AR. Virtual Archaeology Review. 10(21):1-13. https://doi.org/10.4995/var.2019.11867SWORD1131021Ackerman, A., & Glekas, E. (2017). 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    GEO-INFORMATION TECHNOLOGIES FOR A MULTIMODAL ACCESS ON HISTORICAL PHOTOGRAPHS AND MAPS FOR RESEARCH AND COMMUNICATION IN URBAN HISTORY

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    This contribution shows ongoing interdisciplinary research of the project HistStadt4D, concerning the investigation and development of different multimodal access strategies on large image repositories. The first part of the presented research introduces different methods of access, where classical analogue access stands in contrast to digital access strategies such as online collections, Web3D, Augmented Reality (AR) and Virtual Reality (VR). We discuss the main persisting issues of libraries, advantages of digital methods, and different access tools. The second part shows technologies and workflows used to create various access possibilities. The photogrammetric and geo-informational work serves as a technical basis for a 3D WebGIS as well as multiple AR/VR applications, which require spatial oriented images, object coordinates, and further spatial data. We introduce a research environment that allows art historians spatial access to historical photography, integrating 3D/4D models with photographic documents of the respective architecture. For dissemination of research results in installations and museums, we present fully immersive VR as well as handheld AR applications allowing users a free exploration of historical photography in a spatial setting

    Unreal memories: La imagen colectiva de la arquitectura en redes sociales visuales

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    Images of architecture spread quickly on visual social networks that gain interest to disseminate and communicate architecture. For this reason, it is a must to diagnose the social construction of the image of architecture, to explore the restrictions and publication formats of the platform, to identify the reaction and dissemination habits in relation to the visual features of photography and to delve into the possibilities and the risks introduced by artificial intelligence systems. The research method follows a cognitive association approach through various graphic case studies on Instagram. The exploratory design to approach the role of the image to communicate architecture in visual social media arises from the concept of the fragment and the biased vision, a division required due to the nature of related image suggestions as a browsing method on Instagram. The findings identify opportunities and action strategies to complement the contents that build the collective image of architecture adapted to the logic of the new scenario.Las imágenes de arquitectura se propagan rápidamente en las redes sociales visuales que ganan interés para difundir y comunicar la arquitectura. Por ello, es imprescindible diagnosticar el proceso de la construcción social de la imagen de la arquitectura, explorar las restricciones y formatos de publicación de la plataforma, identificar los hábitos de reacción y difusión con relación a los rasgos visuales de la fotografía y ahondar en las posibilidades y los riesgos que introducen los sistemas de inteligencia artificial (IA). El método de investigación sigue un enfoque de asociación cognitiva a través del análisis de varios estudios de casos gráficos en Instagram. El diseño exploratorio para abordar el papel de la imagen para comunicar la arquitectura en las redes sociales visuales surge del concepto de fragmento y de la visión sesgada, división requerida por la naturaleza de las sugerencias de imágenes relacionadas como método de navegación en Instagram. Los hallazgos identifican oportunidades y estrategias de acción para complementar los contenidos que construyen la imagen colectiva de la arquitectura adaptados a la lógica del nuevo escenario

    Unreal memories. La imagen colectiva de la arquitectura en redes sociales visuales

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    [Abstract] Images of architecture spread quickly on visual social networks that gain interest to disseminate and communicate architecture. For this reason, it is a must to diagnose the social construction of the image of architecture, to explore the restrictions and publication formats of the platform, to identify the reaction and dissemination habits in relation to the visual features of photography and to delve into the possibilities and the risks introduced by artificial intelligence systems. The research method follows a cognitive association approach through various graphic case studies on Instagram. The exploratory design to approach the role of the image to communicate architecture in visual social media arises from the concept of the fragment and the biased vision, a division required due to the nature of related image suggestions as a browsing method on Instagram. The findings identify opportunities and action strategies to complement the contents that build the collective image of architecture adapted to the logic of the new scenario.[Resumen] Las imágenes de arquitectura se propagan rápidamente en las redes sociales visuales que ganan interés para difundir y comunicar la arquitectura. Por ello, es imprescindible diagnosticar el proceso de la construcción social de la imagen de la arquitectura, explorar las restricciones y formatos de publicación de la plataforma, identificar los hábitos de reacción y difusión con relación a los rasgos visuales de la fotografía y ahondar en las posibilidades y los riesgos que introducen los sistemas de inteligencia artificial (IA). El método de investigación sigue un enfoque de asociación cognitiva a través del análisis de varios estudios de casos gráficos en Instagram. El diseño exploratorio para abordar el papel de la imagen para comunicar la arquitectura en las redes sociales visuales surge del concepto de fragmento y de la visión sesgada, división requerida por la naturaleza de las sugerencias de imágenes relacionadas como método de navegación en Instagram. Los hallazgos identifican oportunidades y estrategias de acción para complementar los contenidos que construyen la imagen colectiva de la arquitectura adaptados a la lógica del nuevo escenario

    Representing and Indexing Archaeological Information

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    The need to preserve and remember the past is a particular human trait. The richness of our cultural history is approached by a vast array of disciplines, that investigate and manage it. However, their effectiveness can be hindered by several technical issues. One of the concerns of experts in this area is the way the importance of cultural heritage is communicated in order to cultivate interest, curiosity and respect. Another concern is the lack of suitable tools that can handle the dimension and complexity of the collections with which they interact. With the emergence of digital tools and the creation of online repositories for the collections of cultural institutions, it is possible to suggest different solutions to tackle these problems. The proposed solution aims to facilitate access and interaction with cultural information, through the implementation of an application capable of integrating multiple forms of representation of historical artifacts. The application tackles two problems that arise from distinct goals. One is the need to represent, in a single view, collections of related items from different repositories. The other is how to, effectively, communicate the information associated with an artifact and its context. This MSc dissertation is part of a collaborative effort between NOVA LINCS researchers and several archaeological institutions of the Iberian Extremadura, aiming to develop tools that will support research and help sharing the cultural wealth of archaeological sites and artifacts from the region. In this dissertation, the developed application covers a general view of the aforementioned problems, while being flexible to the customization of the representation of cultural data. The solution was evaluated on usability and effectiveness on reaching the proposed goals, during a process that involved target audience users and experts in the area of culture and history, as well as human-computer interaction. The results provided positive conclusions

    ACCESSIBILITY TO UNDERWATER CULTURAL HERITAGE: INTERACTIVE WEB NAVIGATION OF THE ROMAN SUBMERSED VESSEL OF CALA MINNOLA

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    The possibilities offered by photogrammetric reconstruction based on computer vision algorithms allowed in recent years to develop new interesting solutions for the use and dissemination of knowledge on Cultural Heritage (CH). In the same way, the recent technological development in the field of Virtual Reality (VR) has offered new possibilities for the creation of interactive virtual environments which can be freely accessed via the browser using any type of device. These technologies acquire an additional relevance if applied to archaeological sites or monuments that are difficult to access, or even totally inaccessible, except by specialized personnel. In this case the virtual fruition on web becomes strategic for the valorization of CH, as in the case of submerged archaeological sites, where the virtual tour represents in fact the only opportunity of diffuse accessibility. The present case shows the virtual reconstruction of the wreck area of the Roman ship found on the seabed of Cala Minnola on the island of Levanzo (TP, Italy). The model, obtained from a Structure from Motion (SfM) processing of a chunk of photos originally intended for a traditional photogrammetric survey, was edited and inserted into a specific template based on HTML5 and linked to Javascript libraries (Three.js) which allowed browsing on web. Subsequently, the navigation model was appropriately adapted to the purpose, so as to make the use of the network more intuitive possible, considering any type of device and using the most common browsers (Chrome, Safari, Firefox). This experimentation is a viable procedure for spreading the knowledge of a submerged archaeological site in a simple way, by web-browsing. This type of navigation models with the future development of 5G networks will find greater diffusion and application, with the possibility of including increasingly complex environments in the navigation

    Electronic Imaging & the Visual Arts. EVA 2013 Florence

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    Important Information Technology topics are presented: multimedia systems, data-bases, protection of data, access to the content. Particular reference is reserved to digital images (2D, 3D) regarding Cultural Institutions (Museums, Libraries, Palace – Monuments, Archaeological Sites). The main parts of the Conference Proceedings regard: Strategic Issues, EC Projects and Related Networks & Initiatives, International Forum on “Culture & Technology”, 2D – 3D Technologies & Applications, Virtual Galleries – Museums and Related Initiatives, Access to the Culture Information. Three Workshops are related to: International Cooperation, Innovation and Enterprise, Creative Industries and Cultural Tourism

    Share - Publish - Store - Preserve. Methodologies, Tools and Challenges for 3D Use in Social Sciences and Humanities

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    Through this White Paper, which gathers contributions from experts of 3D data as well as professionals concerned with the interoperability and sustainability of 3D research data, the PARTHENOS project aims at highlighting some of the current issues they have to face, with possible specific points according to the discipline, and potential practices and methodologies to deal with these issues. During the workshop, several tools to deal with these issues have been introduced and confronted with the participants experiences, this White Paper now intends to go further by also integrating participants feedbacks and suggestions of potential improvements. Therefore, even if the focus is put on specific tools, the main goal is to contribute to the development of standardized good practices related to the sharing, publication, storage and long-term preservation of 3D data

    3D visualization tools to explore ancient architectures in South America

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    [EN] Chan Chan is a wide archaeological site located in Peru. Its knowledge is limited to the visit of Palacio Tschudi, the only restored up to now, whilst the majority of the site remains unknown to the visitors. The reasons are manifold. The site is very large and difficult to visit. Some well-conserved architectures, such as Huaca Arco Iris, are very far from the core centre. Furthermore, there are heavy factors of decay, mainly caused by illegal excavations, by marine salt and by the devastating phenomenon of El Niño. For these reasons, the majority of the decorative elements are protected by new mud brick walls. Finally, the vastness of the buildings makes difficult to understand their real value, even through a direct visit of the site. In order to overcome the aforesaid problems, we designed, developed and realized the museum exhibition presented in this paper. We named Esquina Multimedia an installation where every corner is aimed to solve a specific problem, providing the tourists with interactive and enjoyable applications. The virtual tour allows reaching also the unreachable areas. An Augmented Reality (AR) application has been developed in order to show ancient artefacts covered by the earth. A web-browser has been specifically designed to show bas-reliefs, with HD visualization, anaglyph stereoscopic view and a 3D virtual model of both the structures and the bas-reliefs. At the same time, a wall-mounted panel representing a metric 3D reconstruction of the building helps the user to find the artefact position. Descriptions of the hardware components and of the software details are presented, with particular focus regarding the implementation of the application, arguing how the digital approach could represent the only answer towards a full exploitation of archaeological sites. The paper also deals with the implementation of a web tool, specifically designed to display and browse 3D-Models.Pierdicca, R.; Malinverni, ES.; Frontoni, E.; Colosi, F.; Orazi, R. (2016). 3D visualization tools to explore ancient architectures in South America. Virtual Archaeology Review. 7(15):44-53. doi:10.4995/var.2016.5904.SWORD445371

    Alternative Representations of 3D-Reconstructed Heritage Data

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    © ACM, 2015. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in ACM Journal on Computing and Cultural Heritage, Vol. 9, No. 1, Article 4, Publication date: November 2015. doi>10.1145/2795233By collecting images of heritage assets from members of the public and processing them to create 3D-reconstructed models, the HeritageTogether project has accomplished the digital recording of nearly 80 sites across Wales, UK. A large amount of data has been collected and produced in the form of photographs, 3D models, maps, condition reports, and more. Here we discuss some of the different methods used to realize the potential of this data in different formats and for different purposes. The data are explored in both virtual and tangible settings, and—with the use of a touch table—a combination of both. We examine some alternative representations of this community-produced heritage data for educational, research, and public engagement applications
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