9 research outputs found

    Computational aspects of model acquisition and join geometry for the virtual reconstruction of the atrahasis cuneiform tablet

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    The epic of Atrahasis is one of the most famous pieces of ancient Mesopotamian literature. The account has survived millennia on sets of clay tablets inscribed with cuneiform script; a sophisticated early writing system comprising signs formed from wedge-shaped impressions. The third tablet belonging to one of the most complete copies of the Atrahasis epic is broken. For over fifty years, one fragment, held in Geneva, was believed to join with another held in London. However, due to their 1000 km separation, the join had never been physically tested. This paper contributes a technological account of the successful virtual joining of the fragments [1]; the first ever longdistance virtual join of its type

    Searching the past in the future: joining cuneiform tablet fragments in virtual collections

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    Joining cuneiform tablet fragments are separated within and between collections worldwide. In previous work of the Virtual Cuneiform Tablet Reconstruction Project [VCTR, 2018], automated joins were achieved for virtual 3D Ur and Uruk fragments held within the same collections. By virtue of this fact, these physical fragments were in close proximity to each other and, therefore, manual verification of each join could be readily achieved. Now, for the first time, a long-distance join is reported between cuneiform tablet fragments separated by 1000 km

    Searching the past in the future: joining cuneiform tablet fragments in virtual collections

    Get PDF
    Joining cuneiform tablet fragments are separated within and between collections worldwide. In previous work of the Virtual Cuneiform Tablet Reconstruction Project [VCTR, 2018], automated joins were achieved for virtual 3D Ur and Uruk fragments held within the same collections. By virtue of this fact, these physical fragments were in close proximity to each other and, therefore, manual verification of each join could be readily achieved. Now, for the first time, a long-distance join is reported between cuneiform tablet fragments separated by 1000 km

    Restoration of Fragmentary Babylonian Texts Using Recurrent Neural Networks

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    The main source of information regarding ancient Mesopotamian history and culture are clay cuneiform tablets. Despite being an invaluable resource, many tablets are fragmented leading to missing information. Currently these missing parts are manually completed by experts. In this work we investigate the possibility of assisting scholars and even automatically completing the breaks in ancient Akkadian texts from Achaemenid period Babylonia by modelling the language using recurrent neural networks

    Automated Low-Cost Photogrammetric Acquisition of 3D Models from Small Form-Factor Artefacts

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    The photogrammetric acquisition of 3D object models can be achieved by Structure from Motion (SfM) computation of photographs taken from multiple viewpoints. All-around 3D models of small artefacts with complex geometry can be difficult to acquire photogrammetrically and the precision of the acquired models can be diminished by the generic application of automated photogrammetric workflows. In this paper, we present two versions of a complete rotary photogrammetric system and an automated workflow for all-around, precise, reliable and low-cost acquisitions of large numbers of small artefacts, together with consideration of the visual quality of the model textures. The acquisition systems comprise a turntable and (i) a computer and digital camera or (ii) a smartphone designed to be ultra-low cost (less than $150). Experimental results are presented which demonstrate an acquisition precision of less than 40 μm using a 12.2 Megapixel digital camera and less than 80 μm using an 8 Megapixel smartphone. The novel contribution of this work centres on the design of an automated solution that achieves high-precision, photographically textured 3D acquisitions at a fraction of the cost of currently available systems. This could significantly benefit the digitisation efforts of collectors, curators and archaeologists as well as the wider population

    Semantic Domains in Akkadian Text

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    The article examines the possibilities offered by language technology for analyzing semantic fields in Akkadian. The corpus of data for our research group is the existing electronic corpora, Open richly annotated cuneiform corpus (ORACC). In addition to more traditional Assyriological methods, the article explores two language technological methods: Pointwise mutual information (PMI) and Word2vec.Peer reviewe

    CyberResearch on the Ancient Near East and Eastern Mediterranean

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    CyberResearch on the Ancient Near East and Neighboring Regions provides case studies on archaeology, objects, cuneiform texts, and online publishing, digital archiving, and preservation. Eleven chapters present a rich array of material, spanning the fifth through the first millennium BCE, from Anatolia, the Levant, Mesopotamia, and Iran. Customized cyber- and general glossaries support readers who lack either a technical background or familiarity with the ancient cultures. Edited by Vanessa Bigot Juloux, Amy Rebecca Gansell, and Alessandro Di Ludovico, this volume is dedicated to broadening the understanding and accessibility of digital humanities tools, methodologies, and results to Ancient Near Eastern Studies. Ultimately, this book provides a model for introducing cyber-studies to the mainstream of humanities research

    Presenting ancient history through serious games: a case-study in Assyriology

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    This thesis investigates how ancient history can be effectively presented through serious games for educational purposes, by presenting a case study in the field of Assyriology. It is anticipated that the results are applicable to other fields of history and cultural heritage. A model is presented to describe how heritage and historical content can be manifested in video games, for the design of serious games for heritage and the analysis of commercial games that present historical material. The theories of reduced fidelity constrained virtual environments are applied to serious games for heritage, to reduce required development resources. A constrained implementation of a serious game for Assyriology is tested against an equivalent 3D environment, and results indicate the constrained environment can achieve comparable levels of presence, enjoyment, quality, and interest in the subject. Based on an interview with an Assyriology field expert, a methodology for the analysis and design of serious games for heritage is presented, based on activity theory. The methodology is applied to the analysis and redesign of a serious game for Assyriology, and the development of a playable prototype. An online user-test showed the redesigned game was enjoyed by participants and was effective at achieving its learning objectives
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