1,093 research outputs found

    Designing interoperable museum information systems

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    Museum collections are characterized by heterogeneity, since they usually host a plethora of objects of categories, while each of them requires different description policies and metadata standards. Moreover the museum records, which keep the history and evolution of the hosted collections, request proactive curation in order to preserve this rich and diverse information. In this paper, the architecture of an innovative museum information system, as well as its implementation details is presented. In particular the requirements and the system architecture are presented along with the problems that were encountered. The main directions of the system design are (a) to increase interoperability levels and therefore assist proactive curation and (b) to enhance navigation by the usage of handheld devices. The first direction is satisfied by the design of a rich metadata schema based on the CIDOC/CRM standard. The second direction is fulfilled by the implementation of a module, which integrates the museum database with a subsystem appropriate to support user navigation into the museum floors and rooms. The module is expressed as a navigation functionality, which is accessed through handheld devices and peripherals, such as PDAs and RFID tags. The proposed system is functional and operates into the Solomos Museum, situated in Zakynthos island, Greece

    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

    A semantic-based platform for the digital analysis of architectural heritage

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    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

    Semantic annotations on heritage models: 2D/3D approaches and future research challenges

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    Research in the field of Cultural Heritage is increasingly moving towards the creation of digital information systems, in which the geometric representation of an artifact is linked to some external information, through meaningful tags. The process of attributing additional and structured information to various elements in a given digital model is customarily identified with the term semantic annotation; the added contextual information is associated, for instance, to analysis and conservation terms. Starting from the existing literature, aim of this work is to discuss how semantic annotations are used, in digital architectural heritage models, to link the geometrical representation of an artefact with knowledge-related information. Most consolidated methods -such as traditional mapping on 2D media, are compared with more recent approaches making the most of 3D representation. Reference is made, in particular, to Heritage-BIM techniques and to collaborative reality-based platforms, such as AĂŻoli (http://aioli.cloud). Potentialities and limits of the different solutions proposed in literature are critically discussed, also addressing future research challenges in Cultural Heritage application fields

    REDISCOVERING CULTURAL HERITAGE SITES BY INTERACTIVE 3D EXPLORATION: A PRACTICAL REVIEW OF OPEN-SOURCE WEBGL TOOLS

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    Georeferenced reconstructions can help understand the dynamic evolution of the urban context surrounding a historical site, supporting decision-making processes in the field of urban planning. The development of web applications that allow the interaction between 2D and 3D products, as well as their exploration, can facilitate virtual inspections and foster collaboration in digitization of interventions and site evolutions over time. The article discusses how virtual scene reconstructions and visits can provide alternatives to traditional in-situ tourism promotion, through digital storytelling solutions for the exploration of sites. The article also describes how 3D storytelling technologies are currently being used for dissemination cultural heritage sites. The case study of the Castello Farnese, an old XVI century heritage site in Piacenza (Italy), test the adoption of two distinct free and open-source JavaScript WebGL, Potree and Cesium, for the rendering of photogrammetric and laser scanning georeferenced scaled products and for the integration of narrative features such as annotations, camera animations, texts, and other multimedia contents. Potentials and limitations of both tools are discussed in detail, highlighting how they can be implemented for enhancing user experience in virtual tour and exploration of 3D products. In order to guarantee replicability for other case studies, source code of the implemented application is shared on GitHub along with its documentation for contributions

    Scalable Exploration of Complex Objects and Environments Beyond Plain Visual Replication​

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    Digital multimedia content and presentation means are rapidly increasing their sophistication and are now capable of describing detailed representations of the physical world. 3D exploration experiences allow people to appreciate, understand and interact with intrinsically virtual objects. Communicating information on objects requires the ability to explore them under different angles, as well as to mix highly photorealistic or illustrative presentations of the object themselves with additional data that provides additional insights on these objects, typically represented in the form of annotations. Effectively providing these capabilities requires the solution of important problems in visualization and user interaction. In this thesis, I studied these problems in the cultural heritage-computing-domain, focusing on the very common and important special case of mostly planar, but visually, geometrically, and semantically rich objects. These could be generally roughly flat objects with a standard frontal viewing direction (e.g., paintings, inscriptions, bas-reliefs), as well as visualizations of fully 3D objects from a particular point of views (e.g., canonical views of buildings or statues). Selecting a precise application domain and a specific presentation mode allowed me to concentrate on the well defined use-case of the exploration of annotated relightable stratigraphic models (in particular, for local and remote museum presentation). My main results and contributions to the state of the art have been a novel technique for interactively controlling visualization lenses while automatically maintaining good focus-and-context parameters, a novel approach for avoiding clutter in an annotated model and for guiding users towards interesting areas, and a method for structuring audio-visual object annotations into a graph and for using that graph to improve guidance and support storytelling and automated tours. We demonstrated the effectiveness and potential of our techniques by performing interactive exploration sessions on various screen sizes and types ranging from desktop devices to large-screen displays for a walk-up-and-use museum installation. KEYWORDS - Computer Graphics, Human-Computer Interaction, Interactive Lenses, Focus-and-Context, Annotated Models, Cultural Heritage Computing

    A pilot investigation of Information Extraction in the semantic annotation of archaeological reports

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    The paper discusses a prototype investigation of semantic annotation, a form of metadata assigning conceptual entities to textual instances; in the case of archaeological grey literature. The use of Information Extraction (IE), a Natural Language Processing (NLP) technique, is central to the annotation process while the use of Knowledge Organization System (KOS) is explored for the association of semantic annotation with both ontological and terminological references. The annotation process follows a rule-based information extraction approach using the GATE NLP toolkit, together with the CIDOC CRM ontology, its CRM-EH archaeological extension and English Heritage thesauri and glossaries. Results are reported from an initial evaluation, which suggest that these information extraction techniques can be applied to archaeological grey literature reports. Further work is discussed drawing on the evaluation and consideration of the characteristics of the archaeology domain. Copyright © 2012 Inderscience Enterprises Ltd

    A Framework for the Semantics-aware Modelling of Objects

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    The evolution of 3D visual content calls for innovative methods for modelling shapes based on their intended usage, function and role in a complex scenario. Even if different attempts have been done in this direction, shape modelling still mainly focuses on geometry. However, 3D models have a structure, given by the arrangement of salient parts, and shape and structure are deeply related to semantics and functionality. Changing geometry without semantic clues may invalidate such functionalities or the meaning of objects or their parts. We approach the problem by considering semantics as the formalised knowledge related to a category of objects; the geometry can vary provided that the semantics is preserved. We represent the semantics and the variable geometry of a class of shapes through the parametric template: an annotated 3D model whose geometry can be deformed provided that some semantic constraints remain satisfied. In this work, we design and develop a framework for the semantics-aware modelling of shapes, offering the user a single application environment where the whole workflow of defining the parametric template and applying semantics-aware deformations can take place. In particular, the system provides tools for the selection and annotation of geometry based on a formalised contextual knowledge; shape analysis methods to derive new knowledge implicitly encoded in the geometry, and possibly enrich the given semantics; a set of constraints that the user can apply to salient parts and a deformation operation that takes into account the semantic constraints and provides an optimal solution. The framework is modular so that new tools can be continuously added. While producing some innovative results in specific areas, the goal of this work is the development of a comprehensive framework combining state of the art techniques and new algorithms, thus enabling the user to conceptualise her/his knowledge and model geometric shapes. The original contributions regard the formalisation of the concept of annotation, with attached properties, and of the relations between significant parts of objects; a new technique for guaranteeing the persistence of annotations after significant changes in shape's resolution; the exploitation of shape descriptors for the extraction of quantitative information and the assessment of shape variability within a class; and the extension of the popular cage-based deformation techniques to include constraints on the allowed displacement of vertices. In this thesis, we report the design and development of the framework as well as results in two application scenarios, namely product design and archaeological reconstruction
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