916 research outputs found

    Multicamera workflow applied to a Cultural Heritage Building: Alhambra's Torre de la Cautiva from the inside

    Get PDF
    It is increasingly necessary to generate accessible and navigable digital representations of historical or heritage buildings. This article explains the workflow that was applied to create such a digital component for one of the least accessible areas of the Alhambra palace in Granada, the so-called Torre de la Cautiva (Tower of the Captive). The main goal of this process was to create affordable, photorealistic 3D models that contribute to the dissemination of cultural heritage, the decision making for its conservation and restoration, and public engagement and entertainment. With enough preparation, the time spent gathering data following a Structure from Motion (SfM) approach can be significantly reduced by using a multi-camera (low cost DSLR) photogrammetric strategy. Without the possibility of artificial lighting, it was essential to use RAW images and calibrate the color in the scene for material and texture characterization. Through processing, the amount of data was reduced by optimizing the model's topology. Thus, a photorealistic result was obtained that could be managed and visualized in immersive Visual Reality (VR) environments, simulating different historical periods and environmental and lighting conditions. The potential of this method allows, with slight modifications, the creation of HBIMs and the adaptation to VR systems development, whose current visualization quality is below the resolution of actionable models in rendering engines.This work was funded by of the Ministry of Science and Innovation of Spain, project number RTI2018-097633-A-I00, Photonic restoration applied to cultural heritage: Application to Dalis painting: Two Figures

    e-Archeo. A pilot national project to valorize Italian archaeological parks through digital and virtual reality technologies

    Get PDF
    Commissioned to ALES spa by the Ministry of Culture (MiC), the e-Archeo project was born with the intention of enhancing and promoting knowledge of some Italian archaeological sites with a considerable narrative potential that has not yet been fully expressed. The main principle that guided the choice of the sites and the contents was of illustrating the various cultures and types of settlements present in the Italian territory. Eight sites were chosen, spread across the national territory from north to south, founded by Etruscans, Greeks, Phoenicians, natives and Romans. e-Archeo has developed multimedia, integrated and multi-channel solutions for various uses and types of audiences, adopting both scientific and narrative and emotional languages. Particular attention was paid to multimedia accessibility, technological sustainability and open science. The e-Archeo project was born from a strong synergy between public entities, research bodies and private industries thanks to the collaboration of MiC and ALES with the CNR ISPC, 10 Italian Universities, 12 Creative Industries and the Italian National Television (RAI). This exceptional and unusual condition made it possible to realise all the project’s high-quality contents and several outputs in only one and a half years

    Virtual tourism – Digital scanning, Augmented Reality and Virtual Reality as a Holistic Approach to Chinese Historic Building Preservation

    Get PDF
    There are many historical buildings spread around the rural areas of China and very few of them have been documented through digital media. In the face of massive Chinese urbanization, many of these cultural relics are facing the risk of damage, collapse, and even disappearance. The undocumented disappearance of these monuments would be a great loss for Chinese traditional culture and therefore this thesis proposes to solve this preservation problem using a combination of digital media platforms including 3D digital reconstruction, virtual reality, and augmented reality to digitally document and present these monuments. This thesis introduces these three technologies individually by presenting case studies for each to illustrate in greater depth the value each technology brings into the realm of heritage conservation. In the final section of this thesis, a mixed reality educational mobile application is presented as a test of this integrated technology solution to explore the potential of implementing this solution on a massive scale

    Heritage education through serious games. A web-based proposal for primary schools to cope with distance learning

    Full text link
    [EN] In recent years a growing amount of research has shown interest in studying how virtual reality (VR) could be relevant in many fields. In this respect, VR has gained consideration throughout many applications such as education. Among other aims for its use in education, serious games based on VR were used to promote heritage and make students experience either far or inaccessible scenarios. Until now, VR-based applications have been mainly implemented using head mounted displays (HMD), which actually reduced their circulation. This gap is particularly remarkable in the current Sars-CoV19 pandemic because students, being at home or being at school without sharing equipment, cannot exploit educational programs based on this technology. The current paper proposes a web-based platform on which VR applications could be accessed on any device, either desktop- or mobile-based. The serious game was initially set up on a computer with a specialized software using a HMD, while the process of turning it into a web-based platform is described so that the used methodology could be available to those, who would like to follow it. This project is probably also able to cope with the general aim of making inaccessible objects available to students and, thus, to make the application useful even beyond the current pandemic emergency.The VAR.HEE. project – Virtual and Augmented Reality for Heritage and art Education in school and museum Experiences – was funded by the Free University of Bozen/Bolzano with a competitive call for proposals by the Central Research Commission in 2017. The project lasts three years, started in January 2018 and will end in December 2020 (June 2021, after Covid-19 health emergency).Luigini, A.; Fanini, B.; Basso, A.; Basso, D. (2020). Heritage education through serious games. A web-based proposal for primary schools to cope with distance learning. VITRUVIO - International Journal of Architectural Technology and Sustainability. 5(2):73-85. https://doi.org/10.4995/vitruvio-ijats.2020.14665OJS73855

    Mobile graphics: SIGGRAPH Asia 2017 course

    Get PDF
    Peer ReviewedPostprint (published version

    3D-Stereoscopic Immersive Analytics Projects at Monash University and University of Konstanz

    Get PDF
    Immersive Analytics investigates how novel interaction and display technologies may support analytical reasoning and decision making. The Immersive Analytics initiative of Monash University started early 2014. Over the last few years, a number of projects have been developed or extended in this context to meet the requirements of semi- or full-immersive stereoscopic environments. Different technologies are used for this purpose: CAVE2™ (a 330 degree large-scale visualization environment which can be used for educative and scientific group presentations, analyses and discussions), stereoscopic Powerwalls (miniCAVEs, representing a segment of the CAVE2 and used for development and communication), Fishtanks, and/or HMDs (such as Oculus, VIVE, and mobile HMD approaches). Apart from CAVE2™ all systems are or will be employed on both the Monash University and the University of Konstanz side, especially to investigate collaborative Immersive Analytics. In addition, sensiLab extends most of the previous approaches by involving all senses, 3D visualization is combined with multi-sensory feedback, 3D printing, robotics in a scientific-artistic-creative environment
    corecore