20,709 research outputs found
Editorial: Computers & Graphics journal special section on cultural heritage
Editorial special sectionAn increasing number of Cultural Heritage professionals are using Computer Graphics
technology to unlock and document the secrets of humanity's legacy. Earlier this year, a recent special
issue of this journal published some of the important results from the intersection of these two fields
[1]. The level of interest and the quality of submissions was such that an additional special section is
necessary to showcase three further exciting results.
Andujar et al. [2] discuss the design of the user interface for the virtual inspection of the entrance of
the Ripoll Monastery in Spain. The authors analyze the requirements from museum curators and
discuss the main interface design decisions. Results of a user study comparing the proposed user
interface with alternative approaches are provided together with a discussion of its benefits to the
Cultural Heritage Community.
Adán et al. [3] propose a semi-automatic approach for the reconstruction of archeological pieces
through the integration of a set of only a few segments of the original piece. This highly complex
problem is tackled by considering hybrid human/computer strategies. Hypotheses, models and
integration solutions originating from both humans and computers are continuously updated until an
agreement is reached. This restoration approach has been tested on a set of ancient fractured pieces
belonging to the remains of Roman sculptures at the well known Mérida site.
Finally, Ritz et al. [4] present a novel 3D geometry acquisition technique at high resolution based on
structured light reconstruction with a low-cost projector-camera system. The proposed setup allows
reconstruction of the finest details of small cultural heritage objects and enables accurate height field
measurements which can be used as input to physically based renderers.
The cooperation between the diverse fields of cultural heritage and computer graphics is maturing.
Researchers and practitioners in both fields now regularly work closely together. Many more high
quality publications are expected as the synergies between the two disciplines are realized in future
collaborations
Digitally interpreting traditional folk crafts
The cultural heritage preservation requires that objects persist throughout time to continue to communicate an intended meaning. The necessity of computer-based preservation and interpretation of traditional folk crafts is validated by the decreasing number of masters, fading technologies, and crafts losing economic ground. We present a long-term applied research project on the development of a mathematical basis, software tools, and technology for application of desktop or personal fabrication using compact, cheap, and environmentally friendly fabrication devices, including '3D printers', in traditional crafts. We illustrate the properties of this new modeling and fabrication system using several case studies involving the digital capture of traditional objects and craft patterns, which we also reuse in modern designs. The test application areas for the development are traditional crafts from different cultural backgrounds, namely Japanese lacquer ware and Norwegian carvings. Our project includes modeling existing artifacts, Web presentations of the models, automation of the models fabrication, and the experimental manufacturing of new designs and forms
Personalization in cultural heritage: the road travelled and the one ahead
Over the last 20 years, cultural heritage has been a favored domain for personalization research. For years, researchers have experimented with the cutting edge
technology of the day; now, with the convergence of internet and wireless technology, and the increasing adoption of the Web as a platform for the publication of information, the visitor is able to exploit cultural heritage material before, during and after the visit, having different goals and requirements in each phase. However, cultural heritage sites have a huge amount of information to present, which must be filtered and personalized in order to enable the individual user to easily access it. Personalization of cultural heritage information requires a system that is able to model the user
(e.g., interest, knowledge and other personal characteristics), as well as contextual aspects, select the most appropriate content, and deliver it in the most suitable way. It should be noted that achieving this result is extremely challenging in the case of first-time users, such as tourists who visit a cultural heritage site for the first time (and maybe the only time in their life). In addition, as tourism is a social activity, adapting to the individual is not enough because groups and communities have to be modeled and supported as well, taking into account their mutual interests, previous mutual experience, and requirements. How to model and represent the user(s) and the context of the visit and how to reason with regard to the information that is available are the challenges faced by researchers in personalization of cultural heritage. Notwithstanding the effort invested so far, a definite solution is far from being reached, mainly because new technology and new aspects of personalization are constantly being introduced. This article surveys the research in this area. Starting from the earlier systems, which presented cultural heritage information in kiosks, it summarizes the evolution of personalization techniques in museum web sites, virtual collections and mobile guides, until recent extension of cultural heritage toward the semantic and social web. The paper concludes with current challenges and points out areas where future research is needed
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Data Fusion of Objects Using Techniques Such as Laser Scanning, Structured Light and Photogrammetry for Cultural Heritage Applications
In this paper we present a semi-automatic 2D-3D local registration pipeline
capable of coloring 3D models obtained from 3D scanners by using uncalibrated
images. The proposed pipeline exploits the Structure from Motion (SfM)
technique in order to reconstruct a sparse representation of the 3D object and
obtain the camera parameters from image feature matches. We then coarsely
register the reconstructed 3D model to the scanned one through the Scale
Iterative Closest Point (SICP) algorithm. SICP provides the global scale,
rotation and translation parameters, using minimal manual user intervention. In
the final processing stage, a local registration refinement algorithm optimizes
the color projection of the aligned photos on the 3D object removing the
blurring/ghosting artefacts introduced due to small inaccuracies during the
registration. The proposed pipeline is capable of handling real world cases
with a range of characteristics from objects with low level geometric features
to complex ones
A semantic-based platform for the digital analysis of architectural heritage
This essay focuses on the fields of architectural documentation and digital representation. We present a research paper concerning the development of an information system at the scale of architecture, taking into account the relationships that can be established between the representation of buildings (shape, dimension, state of conservation, hypothetical restitution) and heterogeneous information about various fields (such as the technical, the documentary or still the historical one). The proposed approach aims to organize multiple representations (and associated information) around a semantic description model with the goal of defining a system for the multi-field analysis of buildings
Growing the use of Virtual Worlds in education : an OpenSim perspective
The growth in the range of disciplines that Virtual Worlds support for educational purposes is evidenced by recent applications in the fields of cultural heritage, humanitarian aid, space exploration, virtual laboratories in the physical sciences, archaeology, computer science and coastal geography. This growth is due in part to the flexibility of OpenSim, the open source virtual world platform which by adopting Second Life protocols and norms has created a de facto standard for open virtual worlds that is supported by a growing number of third party open source viewers. Yet while this diversity of use-cases is impressive and Virtual Worlds for open learning are highly popular with lecturers and learners alike immersive education remains an essentially niche activity. This paper identifies functional challenges in terms of Management, Network Infrastructure, the Immersive 3D Web and Programmability that must be addressed to enable the wider adoption of Open Virtual Worlds as a routine learning technology platform. We refer to specific use-cases based on OpenSim and abstract generic requirements which should be met to enable the growth in use of Open Virtual Worlds as a mainstream educational facility. A case study of a deployment to support a formal education curriculum and associated informal learning is used to illustrate key points.Postprin
Foreword to the special section on recent advances in graphics and interaction
This special section on Recent Advances in Graphics and In-
teraction features the papers submitted to Computers & Graphics
(C&G) and presented at the 2021 edition of the International
Conference on Graphics and Interaction – ICGI’2021 – which was
held on November 4 and 5, 2021 at the Faculty of Engineering of
the University of Porto, Portugal, as a joint organization with the
Eurographics Portuguese Chapter — GPCG.FCT -Fundação para a Ciência e a Tecnologia(undefined
Recommended from our members
Pictures in Your Mind: Using Interactive Gesture-Controlled Reliefs to Explore Art
Tactile reliefs offer many benefits over the more classic raised line drawings or tactile diagrams, as depth, 3D shape, and surface textures are directly perceivable. Although often created for blind and visually impaired (BVI) people, a wider range of people may benefit from such multimodal material. However, some reliefs are still difficult to understand without proper guidance or accompanying verbal descriptions, hindering autonomous exploration.
In this work, we present a gesture-controlled interactive audio guide (IAG) based on recent low-cost depth cameras that can be operated directly with the hands on relief surfaces during tactile exploration. The interactively explorable, location-dependent verbal and captioned descriptions promise rapid tactile accessibility to 2.5D spatial information in a home or education setting, to online resources, or as a kiosk installation at public places.
We present a working prototype, discuss design decisions, and present the results of two evaluation studies: the first with 13 BVI test users and the second follow-up study with 14 test users across a wide range of people with differences and difficulties associated with perception, memory, cognition, and communication. The participant-led research method of this latter study prompted new, significant and innovative developments
- …