2,015 research outputs found

    Escaneado de artefactos religiosos con un escáner de luz estructurada

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    [EN] The digitization process for religious artifacts is subject to inherent difficulties often ignored in theoretical models or pipelines. In this paper we aim to describe these problems, which are present in practical environments such as temples and churches, using white light scanners instead of other common devices or technologies such as laser scanners and photogrammetry. Our case study is based on the digitization of two religious statues belonging to a Catholic brotherhood located in a village of the Province of Jaén (Spain), one of them presenting especially several limitations. After performing the scanning process with a portable hand-held scanner, the images captured were processed until the final models were acquired. On the basis of the results obtained, we discuss the problems arising after using well-known procedures for the reconstruction of 3D models, their causes and some possible solutions to achieving a correct digitization. It should be noted that it is not the aim of this study to establish procedures for the digitization of religious artifacts, but rather to transmit the inherent constraints of these types of scenes.[ES] Los modelos teóricos de digitalización 3D no tienen en cuenta problemas de escenarios específicos como el de la digitalización de objetos religiosos. El objetivo de este artículo es describir estos problemas presentes en entornos prácticos como templos o iglesias usando un escáner de luz blanca en lugar de otros instrumentos o tecnologías comunes como los escáneres láser y la fotogrametría. Nuestro caso de estudio se basa en la digitalización de dos tallas religiosas pertenecientes a una cofradía de una localidad de la provincia de Jaén (España), siendo especialmente restrictiva una de ellas. Tras el procedimiento de escaneado llevado a cabo con un escáner de mano, las capturas se procesaron usando procedimientos clásicos de reconstrucción de modelos 3D hasta obtener los resultados finales. Basándonos en los resultados obtenidos realizamos una discusión de los problemas, causas y posibles soluciones para llevar a cabo una correcta digitalización. Cabe destacar que el objetivo del artículo más que establecer un flujo de trabajo es el de presentar las restricciones que presentan este tipo de entornos.This study has been partially supported by the Ministerio de Ciencia e Innovación and the European Union (via ERDF funds) under the research project TIN2014-58218-R, and by the University of Jaén through the research project UJA2015/08/10Graciano, A.; Ortega, L.; Segura, RJ.; Feito, FR. (2017). Digitization of religious artifacts with a structured light scanner. Virtual Archaeology Review. 8(17):49-55. doi:10.4995/var.2016.4650SWORD4955817Wang, K., Lavoué, G., Denis, F., & Baskurt, A. (2011). Robust and blind mesh watermarking based on volume moments. Computers & Graphics, 35(1), 1-19. doi:10.1016/j.cag.2010.09.01

    TOWARDS A DIGITAL ARCHAEOLOGICAL ARCHIVE: THE CASE STUDY OF THE ARTEFACTS OF THE AREA OF FORI IMPERIALI

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    Abstract. The following research aims to exploit the low-cost technologies, for the survey and mapping of historical archaeology in the Roman context. The main purposes of the research is to implement a large-scale survey campaign to understand the geometry and the materiality of the artefacts examined. Three-dimensional survey from photography, allows an immediate mapping of the materiality, of the degradation and of the architectural elements characteristic of the architecture in question. From the model it is possible to obtain an image that is faithful to the reality that can be the basis for developments in many disciplines such as, for example, in the restoration project, for the material analysis and the mapping of the degradation. The applications for this type of mapping are numerous, one of those proposed in this research concerns the virtual musealisation of historical artifacts. More and more in recent years, museums are exploiting the capabilities of three-dimensional modeling software of architectural elements to interactively convey architectural elements. A methodology of work that in recent archaeological excavations is not based solely on the didactic divulgation of the history of a place, but during the excavation phase on the mapping and cataloging of uncovered finds.</p

    3D scanning of Porto Alegre Museum Artifacts : the crockery of the Rocco Bakery

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    3D Scanning of Porto Alegre Museum Artifacts: The Crockery of the Rocco Bakery Antiques usually require careful handling, so these objects cannot be made available to the general public and are handled only by restoration specialists. This article focuses on the preservation of antiquities in terms of cultural heritage and the availability of these objects for access by visitors, it describes and evaluates the development of a method to support the digitisation of objects considered solids of revolution. The artifacts were provided by the Museu Joaquim José Felizardo in the city of Porto Alegre, Brazil, and were used to set the table in the former Confeitaria Rocco (bakery). The 3D process consisted of the following steps: laser scanning, data processing of the coordinates obtained from the surface of the object into point clouds, creation of the virtual model, creation of a physical model using additive manufacturing, and evaluation of the physical model in comparison with the original artifact. The obtained results show that highly accurate models can be created using the proposed method. Therefore, virtual data can be obtained for the conservation, restoration and creation of replicas for studies and accessibility

    The Use of Low-Cost Technologies for the Promotion of Cultural Heritage Sites. The Case Study of Veleia

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    In the Cultural Heritage field, thanks to the recent development of digital technologies, a large variety of sites and artifacts could benefit from their free access and promotion through the web. But despite these achievements, the high costs that are generally connected with their use often limit their widespread. As a consequence, during the last two decades, scientific research is developing new tools and methodologies aimed at overcoming this problem. In particular, for example, researches in the field of image-based technologies and the development of open-source algorithms and software aimed at helping the processing, management and visualization of 3d data through the web represent remarkable attempts to extend the use of digital technologies in the Cultural Heritage field. This contribution shows the main steps of a project aimed at testing low-cost technologies within the multi-scalar digitization process of sites and artifacts. Thus these technologies still cannot provide analogous results in terms of definition and accuracy that it is possible to achieve using more expensive technologies (e.g. range-based technologies), they can supply low-resolution reality-based 3d models and effective representations that can be easily accessed through the web, with evident benefits in cultural contents sharing and promotion. Within a multi-scalar approach, the building of these kinds of models represents the first step of a process that, starting from low-resolution acquisitions, can improve the detail and definition of 3d digital models of artifacts by gradually adopting different methodologies and technologies. As a consequence, this approach can provide evident benefits on the achievement of different communication purposes, ranging from simple visualizations for popular aims to accurate and faithful digital replicas that can be fruited by different and changing users. Moreover, the adoption of this approach is particularly important within education processes aimed at training expert operators able to speed and therefore to further reduce costs connected with the digitization of Cultural Heritage

    Digitally-Mediated Practices of Geospatial Archaeological Data: Transformation, Integration, & Interpretation

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    Digitally-mediated practices of archaeological data require reflexive thinking about where archaeology stands as a discipline in regard to the ‘digital,’ and where we want to go. To move toward this goal, we advocate a historical approach that emphasizes contextual source-side criticism and data intimacy—scrutinizing maps and 3D data as we do artifacts by analyzing position, form, material and context of analog and digital sources. Applying this approach, we reflect on what we have learned from processes of digitally-mediated data. We ask: What can we learn as we convert analog data to digital data? And, how does digital data transformation impact the chain of archaeological practice? Primary, or raw data, are produced using various technologies ranging from Global Navigation Satellite System (GNSS)/Global Positioning System (GPS), LiDAR, digital photography, and ground penetrating radar, to digitization, typically using a flat-bed scanner to transform analog data such as old field notes, photographs, or drawings into digital data. However, archaeologists not only collect primary data, we also make substantial time investments to create derived data such as maps, 3D models, or statistics via post-processing and analysis. While analog data is typically static, digital data is more dynamic, creating fundamental differences in digitally-mediated archaeological practice. To address some issues embedded in this process, we describe the lessons we have learned from translating analog to digital geospatial data—discussing what is lost and what is gained in translation, and then applying what we have learned to provide concrete insights to archaeological practice

    The Image Bank: Reflections on an Incomplete Archive

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    This thesis examines the development of a digital archive for The Image Bank at GSU as a process of excavation and reconstruction. It defines the digital archive as a medium for the institutionalization of knowledge, its reproduction, and preservation. In addition, this thesis examines the digital archive as it operates on a continuum of materiality and immateriality, encompassing fractured distinctions between its possibilities and impossibilities in an increasingly dematerialized digitized landscape

    A framework for working with digitized cultural heritage artefacts

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    In this paper, we present our work in designing, implementing, and evaluating a set of 3D interactive spatial measurement tools in the context of Cultural Heritage Toolbox (CH Toolbox), a framework for computer-aided cultural heritage research. Our application utilizes a bi-manual, spaceball and mouse driven user interface to help the user manage visualized 3D models digitized from real artifacts. We have developed a virtual radius estimator, useful for analyzing incomplete pieces of radial artifacts, and a virtual tape measure, useful in measurement of geodesic distances between two points on the surface of an artifact. We tested the tools on the special case of pottery analysis

    From GIS to Game engines: case studies in archaeology from North Greece

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    Από το GIS στις μηχανές παιχνιδιών: Μελέτες περιπτώσεων στην αρχαιολογία από τη Βόρεια Ελλάδα Τις τελευταίες δύο δεκαετίες, το ενδιαφέρον για την κατανόηση και εφαρμογή χωρικών εννοιών και τεχνικών στην αρχαιολογία έχει αυξηθεί σημαντικά, γεγονός που υπογραμμίζει τη σημασία της τεχνολογίας GIS ως ενός βασικού πλεονεκτήματος στη μελέτη των ανθρωπιστικών επιστημών. Η παρούσα εργασία σκοπεύει να παρουσιάσει μια επισκόπηση των εφαρμογών των ΓΣΠ στην αρχαιολογία της Βόρειας Ελλάδας, αναδεικνύοντας συγκεκριμένα τις προσπάθειες του Εργαστηρίου Αρχαιολογικών ΓΣΠ AeGIS (http://aegis.athenarc.gr/). Η μελέτη καλύπτει περιπτώσεις ενδοτοπικής ανάλυσης και διαχείρισης δεδομένων, όπως για παράδειγμα την ανασκαφή του Αριστοτελείου Πανεπιστημίου στο Καραμπουρνάκι, αλλά και έρευνες μακροσκοπικής κλίμακας, όπως τη μελέτη της αλληλεπίδρασης μεταξύ περιβάλλοντος και οικισμών στην Αιγαιακή Θράκη. Η εργασία εξετάζει επίσης την ενσωμάτωση δεδομένων ΓΣΠ με «μηχανές παιχνιδιών», όπως την πλατφόρμα ανοικτού κώδικα UNITY 3D, για τη διερεύνηση της κίνησης και της ορατότητας σε αρχαιολογικά τοπία. Δίνοντας έμφαση στη θεωρητική πολυπλοκότητα αυτών των χωρικών εργαλείων, οι συγγραφείς υποστηρίζουν ότι, καθώς η εξοικείωση με τα ΓΣΠ και τις μηχανές παιχνιδιών αυξάνει ολοένα και περισσότερο στην αρχαιολογική κοινότητα, τα συστήματα αυτά, ιδίως τα ΓΣΠ ανοικτού κώδικα, προσφέρουν μια ανεκτίμητη και προσαρμόσιμη εργαλειοθήκη. Ως αρχαιολόγοι οι ίδιοι, υποστηρίζουν ότι πλατφόρμες όπως τα διάφορα λογισμικά GIS και το Unity 3D έχουν τη δυνατότητα να εξελιχθούν σε συσκευές εύρεσης, βοηθώντας στη διαμόρφωση διεισδυτικών αρχαιολογικών ερευνών. Ο συνεργατικός και ανοικτός χαρακτήρας αυτών των εργαλείων διευκολύνει την προσαρμογή τους, ώστε να ανταποκρίνονται στις διαφορετικές απαιτήσεις και προτιμήσεις των αρχαιολόγων.Over the past two decades, there has been a surge of interest in applying spatial concepts and techniques in archaeology, underscoring the versatility of GIS technology as a crucial asset for humanities. The focus of this paper is to present an overview of GIS applications in the archaeology of North Greece, specifically highlighting the endeavors of the AeGIS Laboratory of Archaeological GIS (http://aegis.athenarc.gr/). The exploration spans from intra-site analysis and data management, exemplified by the Aristotle University excavation in Karabournaki, to macro-scale investigations, such as studying the interplay between environment and settlements in Aegean Thrace. The paper also delves into the integration of GIS data with game engines, such as Unity 3D, for reconstructing and exploring movement and visibility in archaeological landscapes. Emphasizing the theoretical complexity of these spatial tools, the authors argue that, as familiarity with GIS and game engines grows in the archaeological community, these systems, particularly open-source GIS, offer an invaluable and adaptable toolbox. As archaeologists themselves, they contend that platforms like GIS and Unity 3D possess the potential to evolve into heuristic devices, aiding in challenging assumptions and framing insightful archaeological inquiries. The collaborative and open nature of these tools facilitates customization to suit the diverse requirements and preferences of archaeologists

    Repatriation: The convergence of cultural heritage and technology

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    This thesis aims to explore how the use of developing technologies in the field of cultural heritage preservation can be applied to the debates of the repatriation of antiquities. By acknowledging the complex and often multifaceted factors that underscore arguments for or against the repatriation of antiquities housed in Europe’s most prestigious museums, we can uncover how technology can be applied to help resolve the underlying concerns. Exact modeling, laser scanning, and virtual reality projects are being developed in the museum and cultural heritage fields to be used for specific projects. These growing technologies can be adapted and applied to repatriation cases to help address concerns about the condition of artifacts, public education and access, and the role of national identities in these discussions

    Chapter Arsinoe 3D. La narrazione digitale di uno scavo archeologico

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    The 43rd UID conference, held in Genova, takes up the theme of ‘Dialogues’ as practice and debate on many fundamental topics in our social life, especially in these complex and not yet resolved times. The city of Genova offers the opportunity to ponder on the value of comparison and on the possibilities for the community, naturally focused on the aspects that concern us, as professors, researchers, disseminators of knowledge, or on all the possibile meanings of the discipline of representation and its dialogue with ‘others’, which we have broadly catalogued in three macro areas: History, Semiotics, Science / Technology. Therefore, “dialogue” as a profitable exchange based on a common language, without which it is impossible to comprehend and understand one another; and the graphic sign that connotes the conference is the precise transcription of this concept: the title ‘translated’ into signs, derived from the visual alphabet designed for the visual identity of the UID since 2017. There are many topics which refer to three macro sessions: - Witnessing (signs and history) - Communicating (signs and semiotics) - Experimenting (signs and sciences) Thanks to the different points of view, an exceptional resource of our disciplinary area, we want to try to outline the prevailing theoretical-operational synergies, the collaborative lines of an instrumental nature, the recent updates of the repertoires of images that attest and nourish the relations among representation, history, semiotics, sciences
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