198 research outputs found

    Kinect and 3D GIS in Archaeology

    Get PDF
    Abstract -This paper explores the potential of using Microsoft's Kinect to create a low-cost and portable system to virtually navigate, through a prototype 3D GIS, the digitally reconstructed ancient Maya city and UNESCO World Heritage Site of Copan in Honduras. The 3D GIS, named QueryArch3D, was developed as part of the MayaArch3D project (http://mayaarch3d.unm.edu), which explores the possibilities of integrating databases and 3D digital tools for research and teaching on ancient architectures and landscapes. The developed system, based on the Flexible Action and Articulated Skeleton Toolkit (FAAST), controls in a remote and touchless mode the movements in the 3D environment in order to create a sense of spatial awareness and embodiment. A user can thus use gestures to interact with information stored in the spatial database, calling up photos, videos, textual descriptions as he/she moves through the virtual space of the ancient Maya city

    Kinect and 3D GIS in archaeology

    Full text link

    Exploring heritage through time and space : Supporting community reflection on the highland clearances

    Get PDF
    On the two hundredth anniversary of the Kildonan clearances, when people were forcibly removed from their homes, the Timespan Heritage centre has created a program of community centred work aimed at challenging pre conceptions and encouraging reflection on this important historical process. This paper explores the innovative ways in which virtual world technology has facilitated community engagement, enhanced visualisation and encouraged reflection as part of this program. An installation where users navigate through a reconstruction of pre clearance Caen township is controlled through natural gestures and presented on a 300 inch six megapixel screen. This environment allows users to experience the past in new ways. The platform has value as an effective way for an educator, artist or hobbyist to create large scale virtual environments using off the shelf hardware and open source software. The result is an exhibit that also serves as a platform for experimentation into innovative ways of community co-creation and co-curation.Postprin

    Multimodal and multidimensional geodata interaction and visualization

    Get PDF
    This PhD proposes the development of a Science Data Visualization System, SdVS, that analyzes and presents different kinds of visualizing and interacting techniques with Geo-data, in order to deal with knowledge about Geo-data using GoogleEarth. After that, we apply the archaeological data as a case study, and, as a result, we develop the Archaeological Visualization System, ArVS, using new visualization paradigms and Human-Computer-Interaction techniques based on SdVS. Furthermore, SdVS provides guidelines for developing any other visualization and interacting applications in the future, and how the users can use SdVS system to enhance the understanding and dissemination of knowledge

    Interacting with virtual reconstructions in museums: The etruscanning project

    Get PDF
    Starting from our experience in this domain, we discuss some fundamental concepts about the potentialities of the virtual reconstructions of cultural sites inside museums, with a specific focus on the communication needs, the design, the combination of media, the interaction interfaces, and the embodiment. We conceive a virtual reconstruction as a digital ecosystem, whose main peculiarities are (1) 3D reconstruction, (2) inclusivity, and (3) interactivity. A virtual reconstruction, in a wide sense, should integrate different levels of visualization, both realistic and symbolic; 3D models; metadata; storytelling; behaviors; and tools of visualization and interaction, in order to "reconstruct" and communicate a cultural context, an ecosystem where all the information is integrated. Despite the great advancements of the last years in the digitization process, computer graphics techniques, and archiving strategies, a basic limit of most of virtual museums is that they do not fire up the attention and the involvement of the public: they lack stimulating activities for visitors, narratives metaphors, and emotional impact. The interaction interfaces are not always simple to understand and to control in a few minutes, and they can generate a sense of frustration that causes users to abandon the application after a short and superficial approach. No gap should exist between knowledge and communication. But how can we translate the complexity of the knowledge in appealing to users and into simple applications that fit with the public's need? This article focuses on some communication rules and criteria that are often considered of minor importance by the researchers working in the field of digital cultural heritage but that are really essential to cultural transmission, especially inside museums. We believe that a stronger collaboration between research institutions and museums and among different disciplines would be recommended. Given this premise, we present the Etruscanning EU project, developed in 2011- 2013, focused on the virtual reconstruction of two important Etruscan tombs of the Orientalizing period: the Regolini-Galassi tomb in Cerveteri and the tomb n.5 of Monte Michele in Veii. © 2014 ACM

    Augmented reality applications for cultural heritage using Kinect

    Get PDF
    AbstractThis paper explores the use of data from the Kinect sensor for performing augmented reality, with emphasis on cultural heritage applications. It is shown that the combination of depth and image correspondences from the Kinect can yield a reliable estimate of the location and pose of the camera, though noise from the depth sensor introduces an unpleasant jittering of the rendered view. Kalman filtering of the camera position was found to yield a much more stable view. Results show that the system is accurate enough for in situ augmented reality applications. Skeleton tracking using Kinect data allows the appearance of participants to be augmented, and together these facilitate the development of cultural heritage applications.</jats:p

    Kinect Fusion improvement using depth camera calibration

    Get PDF
    Scene's 3D modelling, gesture recognition and motion tracking are fields in rapid and continuous development which have caused growing demand on interactivity in video-game and e-entertainment market. Starting from the idea of creating a sensor that allows users to play without having to hold any remote controller, the Microsoft Kinect device was created. The Kinect has always attract researchers in different fields, from robotics to Computer Vision (CV) and biomedical engineering as well as third-party communities that have released several Software Development Kit (SDK) versions for Kinect in order to use it not only as a game device but as measurement system. Microsoft Kinect Fusion control libraries (firstly released in March 2013) allow using the device as a 3D scanning and produce meshed polygonal of a static scene just moving the Kinect around. A drawback of this sensor is the geometric quality of the delivered data and the low repeatability. For this reason the authors carried out some investigation in order to evaluate the accuracy and repeatability of the depth measured delivered by the Kinect. The paper will present a throughout calibration analysis of the Kinect imaging sensor, with the aim of establishing the accuracy and precision of the delivered information: a straightforward calibration of the depth sensor in presented and then the 3D data are correct accordingly. Integrating the depth correction algorithm and correcting the IR camera interior and exterior orientation parameters, the Fusion Libraries are corrected and a new reconstruction software is created to produce more accurate models

    ASSISTED NAVIGATION AND NATURAL INTERACTION FOR VIRTUAL ARCHAEOLOGICAL HERITAGE. IMPLEMENTATION OF AN ATTRACTOR-BASED APPROACH USING A GAME ENGINE

    Get PDF
    In this paper, the authors propose a new way to navigate inside virtual architectural environments such as those used in the field of Virtual Archaeology. This approach is based on the study of human movement inside real buildings. Authors describe the design of a computer aided navigation system that could facilitate visitors of virtual reconstructions in taking their journey inside digital 3D environments in a more human-like manner. This research considers aspects related to human attention and non-linear narratives in order to develop a new computer aided navigation paradigm using excellent capabilities of real-time visualisation, interaction and human-computer interfacing provided by a game engine. This system obtains information from the virtual environment, which is perceptually enriched by the presence of metainformation associated to the importance in terms of interest of every part, space or element present in the scene. Using this tool, the designer of the experience can influence the user walkthrough in the virtual archaeological environment to meet the expectations of the visit, follow thematic paths or adapt to different user profiles

    What can GIS + 3D mean for landscape archaeology?

    Get PDF
    Until recently Geographic Information Systems (GIS) have held center stage in the archaeologist\u27s geospatial toolkit, and there is no doubt that archaeologists have moved beyond the mapdbut into what? In the early years, criticisms voicing GIS as environmentally-deterministic were abundant. What methods and tool have archaeologists used to overcome these criticisms? New geospatial technologies such as airborne lidar and aerial photogrammetry are allowing us to acquire inordinate amounts of georeferenced 3D datad but do these 3D technologies help overcome criticisms of environmental determinism? TogetherdGIS Ăľ 3Dd can link georeferenced 3D models to underlying data adding a ground-based humanistic perspective lacking in the bird\u27s eye view of traditional GIS. This paper situates GIS and 3D within a semiotic framework to offer some ideas on using 3DGIS to intertwine environmental and cultural factors to work toward new approaches for landscape archaeology

    MULTIMODAL AND MULTIDIMENSIONAL GEODATA VISUALIZATION SYSTEM

    Get PDF
    It has been observed that Virtual Geographic Environments (VGEs) has been taking a lot of attention over the last decade, particularly within the domain of geographical information systems (GIS) and geographic analysis area. In this paper, we shed the light on the benefits of implementing archaeological visualization systems through the use of Google Earth application. Our application helps the end users and archaeologists working in data exploration and excavation analysis to deal with new web services that allows them to visualize huge amount of data in a new and usable way. For the purposed of our study, have tested our system with data from The Rocha Castle (an historic castle in the Galicia region (Spain) that was built in the 12th century). The system provides access to the excavation database and automatically updates the visualization, whenever the database is changed. The system can handle various types of Data, which could be, one, two or three-dimensional data. The paper aims to answer four fundamental questions regarding archaeological GIS systems: I. How to integrate a one and three dimensions representation into the same scenes? II. How to adapt data resolution to fit them into a particular Level of Visualization Detail (LOD) III. How to optimize data retrieval for efficient recovery data interpolation or continuous visualization? And finally IV. How to represent many objects in the same coordinates without overlapping
    • …
    corecore