1,119 research outputs found

    LOW-COST 3D TECHNIQUES FOR REAL SCULPTURAL TWINS IN THE MUSEUM DOMAIN

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    The contribution presented is part of a broader study of Cultural Heritage valorisation, defining a workflow for creating full-scale copies of statues using non-contact acquisition tools and 3D printing to enable tactile enjoyment. The research presents an experiment using low-cost active and passive tools to acquire a statuary element in the Ostia Antica Park in Rome. The paper describes a testing process of such instruments, evaluating their performance from a metrological point of view. Furthermore, the experimentation verifies the morphological reliability of different copies of the original, obtained sequentially with different production processes and materials, to validate the production process of statuary copy. The scale of the case study is small and suitable for applying different survey approaches and comparing them towards the definition of a possible working protocol for massive low-cost artefacts 3D acquisition

    Content rendering and interaction technologies for digital heritage systems

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    Existing digital heritage systems accommodate a huge amount of digital repository information; however their content rendering and interaction components generally lack the more interesting functionality that allows better interaction with heritage contents. Many digital heritage libraries are simply collections of 2D images with associated metadata and textual content, i.e. little more than museum catalogues presented online. However, over the last few years, largely as a result of EU framework projects, some 3D representation of digital heritage objects are beginning to appear in a digital library context. In the cultural heritage domain, where researchers and museum visitors like to observe cultural objects as closely as possible and to feel their existence and use in the past, giving the user only 2D images along with textual descriptions significantly limits interaction and hence understanding of their heritage. The availability of powerful content rendering technologies, such as 3D authoring tools to create 3D objects and heritage scenes, grid tools for rendering complex 3D scenes, gaming engines to display 3D interactively, and recent advances in motion capture technologies for embodied immersion, allow the development of unique solutions for enhancing user experience and interaction with digital heritage resources and objects giving a higher level of understanding and greater benefit to the community. This thesis describes DISPLAYS (Digital Library Services for Playing with Shared Heritage Resources), which is a novel conceptual framework where five unique services are proposed for digital content: creation, archival, exposition, presentation and interaction services. These services or tools are designed to allow the heritage community to create, interpret, use and explore digital heritage resources organised as an online exhibition (or virtual museum). This thesis presents innovative solutions for two of these services or tools: content creation where a cost effective render grid is proposed; and an interaction service, where a heritage scenario is presented online using a real-time motion capture and digital puppeteer solution for the user to explore through embodied immersive interaction their digital heritage

    Archaeological 3D GIS

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    Archaeological 3D GIS provides archaeologists with a guide to explore and understand the unprecedented opportunities for collecting, visualising, and analysing archaeological datasets in three dimensions. With platforms allowing archaeologists to link, query, and analyse in a virtual, georeferenced space information collected by different specialists, the book highlights how it is possible to re-think aspects of theory and practice which relate to GIS. It explores which questions can be addressed in such a new environment and how they are going to impact the way we interpret the past. By using material from several international case studies such as Pompeii, Çatalhöyük, as well as prehistoric and protohistoric sites in Southern Scandinavia, this book discusses the use of the third dimension in support of archaeological practice. This book will be essential for researchers and scholars who focus on archaeology and spatial analysis, and is designed and structured to serve as a textbook for GIS and digital archaeology courses

    Virtual Reality applications for visualization of 6000-year-old Neolithic graves from Lenzburg (Switzerland)

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    The last decade has seen a steady increase in the application of virtual 3D approaches in cultural heritage research. Although a large literature exists about the advantages of 3D methods in this field, here we go one step further and elucidate a) how image-based 3D reconstructions can be displayed in virtual reality (VR) space using freeware game engine software and low-cost VR hardware and b) highlight the relative benefits and advantages with a focus on interactive museum displays of relatively large archaeological objects. Specifically, we present three 3D models of different stone grave structures from the Neolithic necropolis of Lenzburg (Northern Switzerland, 4450-3500 BCE). The site has been excavated in 1959/60 and certain graves were subsequently preserved for museum display. By means of VR applications, it is now possible to experience these approximately 6000-year-old tombs with an innovative approach circumventing various barriers or constraints and offering interactive display options

    Three-dimensional scanning as a means of archiving sculptures

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    Thesis (M. Tech. Design technology) -- Central University of Technology, Free State, 2011This dissertation outlines a procedural scanning process using the portable ZCorporation ZScanner® 700 and provides an overview of the developments surrounding 3D scanning technologies; specifically their application for archiving Cultural Heritage sites and projects. The procedural scanning process is structured around the identification of 3D data recording variables applicable to the digital archiving of an art museum’s collection of sculptures. The outlining of a procedural 3D scanning environment supports the developing technology of 3D digital archiving in view of artefact preservation and interactive digital accessibility. Presented in this paper are several case studies that record 3D scanning variables such as texture, scale, surface detail, light and data conversion applicable to varied sculptural surfaces and form. Emphasis is placed on the procedural documentation and the anomalies associated with the physical object, equipment used, and the scanning environment. In support of the above, the Cultural Heritage projects that are analyzed prove that 3D portable scanning could provide digital longevity and access to previously inaccessible arenas for a diverse range of digital data archiving infrastructures. The development of 3D data acquisition via scanning, CAD modelling and 2D to 3D data file conversion technologies as well as the aesthetic effect and standards of digital archiving in terms of the artwork – viewer relationship and international practices or criterions of 3D digitizing are analysed. These projects indicate the significant use of optical 3D scanning techniques and their employ on renowned historical artefacts thus emphasizing their importance, safety and effectiveness. The aim with this research is to establish that the innovation and future implications of 3D scanning could be instrumental to future technological advancement in an interdisciplinary capacity to further data capture and processing in various Cultural Heritage diagnostic applications

    Archaeological 3D GIS

    Get PDF
    Archaeological 3D GIS provides archaeologists with a guide to explore and understand the unprecedented opportunities for collecting, visualising, and analysing archaeological datasets in three dimensions. With platforms allowing archaeologists to link, query, and analyse in a virtual, georeferenced space information collected by different specialists, the book highlights how it is possible to re-think aspects of theory and practice which relate to GIS. It explores which questions can be addressed in such a new environment and how they are going to impact the way we interpret the past. By using material from several international case studies such as Pompeii, Çatalhöyük, as well as prehistoric and protohistoric sites in Southern Scandinavia, this book discusses the use of the third dimension in support of archaeological practice. This book will be essential for researchers and scholars who focus on archaeology and spatial analysis, and is designed and structured to serve as a textbook for GIS and digital archaeology courses

    Archaeological 3D GIS

    Get PDF
    "Archaeological 3D GIS provides archaeologists with a guide to explore and understand the unprecedented opportunities for collecting, visualising, and analysing archaeological datasets in three dimensions. With platforms allowing archaeologists to link, query, and analyse in a virtual, georeferenced space information collected by different specialists, the book highlights how it is possible to re-think aspects of theory and practice which relate to GIS. It explores which questions can be addressed in such a new environment and how they are going to impact the way we interpret the past. By using material from several international case studies such as Pompeii, Çatalhöyük, as well as prehistoric and protohistoric sites in Southern Scandinavia, this book discusses the use of the third dimension in support of archaeological practice. This book will be essential for researchers and scholars who focus on archaeology and spatial analysis, and is designed and structured to serve as a textbook for GIS and digital archaeology courses.

    The Educational Experience of Virtual Reality: An Archaeological Case Study of the Maya Site, Vista Alegre

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    Archaeological visualization has a long history within the discipline, relying on technological advancements to aid in recording, interpreting, and educating about sites and projects. Though computer graphics have been used as archaeological visualizations for decades, hardware advancements have begun to allow for broader consumer use of Virtual and Augmented Reality platforms in homes, schools, and museums. This thesis explores the applications of Virtual and Augmented Reality platforms for archaeological visualization, specifically in the area of public education. To this end, a 3D model and virtual experience of the Maya site of Vista Alegre in Mexico are created, methodologically explained, and examined to relate history, theory, and the goals of utilizing this medium within the archaeological discipline while expanding on the ethical requirements and empirical methods of praxis. In all, this technology both produces tangible, quantifiable, and accurate data and makes these data more accessible to the general public. Image from Proskouriakoff (1970[1946]
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