14,447 research outputs found

    Exploring 3D Data Reuse and Repurposing through Procedural Modeling

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    Most contemporary 3D data used in archaeological research and heritage management have been created through ‘reality capture,’ the recording of the physical features of extant archaeological objects, structures, and landscapes using technologies such as laser scanning and photogrammetry (Garstki 2020, ch.2; Magnani et al. 2020). A smaller quantity of data are generated by Computer Aided Design (CAD) and Building Information Modeling (BIM) projects, and even fewer data are generated through procedural modeling, the rapid prototyping of multi-component threedimensional (3D) models from a set of rules (Figure 8.1.). It is unsurprising therefore that in archaeology and heritage, efforts around digital 3D data preservation and accessibility have concentrated on high-resolution 3D data produced through scanning and image-based techniques (Hardesty et al. 2020; Richards-Rissetto and von Schwerin 2017). Establishing best practices, cultivating a community of experts, and developing infrastructure for this kind of 3D data in the archaeological and cultural heritage domains have been the focus of several coordinated efforts in Europe over the past decade (Fresa et al. 2015, Remondino and Campana 2014, Taylor and Gibson 2017, Vecchio et al. 2015). A series of European projects including 3D-COFORM, CARARE, and their successor projects, made particularly notable contributions (D’Andrea et al. 2013, Kuroczyski et al. 2014, Papatheodorou et al. 2011, Pitzalis et al. 2011, Remondino and Campana 2014). These projects were primarily oriented toward 3D data captured as part of conservation and heritage management work. Issues of preservation, accuracy, fidelity, access, and associated ethical issues of ownership, stewardship, contextualization, and interpretation were, appropriately, the center of extended disciplinary debates (for example, Magnani et al. 2018, Santana Quintero et al. 2019, Ulguim 2018; and more broadly on digital ethics Dennis 2020 and Richardson 2018). File size, geometric complexity, the diversity of ‘standard’ formats, evolving platforms for delivery, and presentation online posed challenges that continue to re-emerge today (for example, Digital Lab Notebook http://culturalheritageimaging.org/ Technologies/Digital_Lab_Notebook/, Jensen 2018a, Koutsoudis et al. 2020, Münster et al. 2016, Rahaman et al. 2019, Rourk 2019). To these efforts, heritage practitioners working in the context of architecture and urban development communities added workflows and tools designed to make CAD- and BIM-produced 3D models FAIR (Findable, Accessible, Interoperable, and Reusable). Such work provides a foundation for broader efforts to make data in 3D digital archaeology and heritage FAIR (Apollonio et al. 2012, Leventhal 2018, Pocobelli et al. 2018, Saygi et al. 2013, Wilkinson et al. 2016). These CAD and BIM projects also advanced the development of archaeological information infrastructures and workflows for 3D data by incorporating more extensive use of paradata, while also grappling with issues of uncertainty and intellectual transparency in the interpretive modeling process (Bentkowska-Kafel et al. 2012, Denard 2012). In contrast, procedural modeling’s geometrically simple, lego-like 3D models have received little attention from the community concerned with digital 3D infrastructures, standards, and practices (Coelho et al. 2020). Various sectors employ the approach to create multiple virtual reconstructions (simulations) and to explore alternative constructions and arrangements with varying properties. These multiple, nesting-doll reconstructions redeploy components such as buildings in different arrangements according to diverse rules (Figure 8.1.). In archaeology, they have been used to investigate ancient Roman, Greek, Egyptian, and Maya cities in connection with core research questions about the emergence, character, and experience of urban life (Dylla et al. 2009, Fanini and Ferdani 2011, Kitsakis et al. 2017, Piccoli 2014, 2016, 2018, Richards- Rissetto and Plessing 2015, Saldana 2014, Saldana and Johanson 2013, Sullivan 2017, 2020)

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Digital technologies for virtual recomposition : the case study of Serpotta stuccoes

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    The matter that lies beneath the smooth and shining surface of stuccoes of the Serpotta family, who used to work in Sicily from 1670 to 1730, has been thoroughly studied in previous papers, disclosing the deep, even if empirical, knowledge of materials science that guided the artists in creating their master- works. In this work the attention is focused on the solid perspective and on the scenographic sculpture by Giacomo Serpotta, who is acknowledged as the leading exponent of the School. The study deals with some particular works of the artist, the so-called "teatrini" (Toy Theater), made by him for the San Lorenzo Oratory in Palermo. On the basis of archive documents and previous analogical photogrammetric plotting, integrated with digital solutions and methodologies of computer- based technologies, the study investigates and interprets the geometric-formal genesis of the examined works of art, until the prototyping of the whole scenic apparatus.peer-reviewe

    Aligning archive maps and extracting footprints for analysis of historic urban environments.

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    Archive cartography and archaeologist's sketches are invaluable resources when analysing a historic town or city. A virtual reconstruction of a city provides the user with the ability to navigate and explore an environment which no longer exists to obtain better insight into its design and purpose. However, the process of reconstructing the city from maps depicting features such as building footprints and roads can be labour intensive. In this paper we present techniques to aid in the semi-automatic extraction of building footprints from digital images of archive maps and sketches. Archive maps often exhibit problems in the form of inaccuracies and inconsistencies in scale which can lead to incorrect reconstructions. By aligning archive maps to accurate modern vector data one may reduce these problems. Furthermore, the efficiency of the footprint extraction methods may be improved by aligning either modern vector data or previously extracted footprints, since common elements can be identified between maps of differing time periods and only the difference between the two needs to be extracted. An evaluation of two alignment approaches is presented: using a linear affine transformation and a set of piecewise linear affine transformations

    A semantic web approach for built heritage representation

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    In a built heritage process, meant as a structured system of activities aimed at the investigation, preservation, and management of architectural heritage, any task accomplished by the several actors involved in it is deeply influenced by the way the knowledge is represented and shared. In the current heritage practice, knowledge representation and management have shown several limitations due to the difficulty of dealing with large amount of extremely heterogeneous data. On this basis, this research aims at extending semantic web approaches and technologies to architectural heritage knowledge management in order to provide an integrated and multidisciplinary representation of the artifact and of the knowledge necessary to support any decision or any intervention and management activity. To this purpose, an ontology-based system, representing the knowledge related to the artifact and its contexts, has been developed through the formalization of domain-specific entities and relationships between them

    A Conceptual Model for Scholarly Research Activity

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    This paper presents a conceptual model for scholarly research activity, developed as part of the conceptual modelling work within the ???Preparing DARIAH??? European e-Infrastructures project. It is inspired by cultural-historical activity theory, and is expressed in terms of the CIDOC Conceptual Reference Model, extending its notion of activity so as to also account, apart from historical practice, for scholarly research planning. It is intended as a framework for structuring and analyzing the results of empirical research on scholarly practice and information requirements, encompassing the full research lifecycle of information work and involving both primary evidence and scholarly objects; also, as a framework for producing clear and pertinent information requirements, and specifications of digital infrastructures, tools and services for scholarly research. We plan to use the model to tag interview transcripts from an empirical study on scholarly information work, and thus validate its soundness and fitness for purpose

    A Bibliography on the Application of GIS in Archaeology and Cultural Heritage

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    Geographical Information Systems (GIS) applications to archaeological projects of different scales, chronological contexts and cultural milieux has accrued by now a long history and bibliography. Hopefully the phases of experimentation and almost blind testing are over, even if GIS applications are still sometimes being labeled as “new technologies”

    PRESERVING THE VERNACULAR POSTINDUSTRIAL LANDSCAPE: BIG DATA GEOSPATIAL APPROACHES TO HERITAGE MANAGEMENT AND INTERPRETATION

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    Redundant historical industrial sites, or postindustrial landscapes, face numerous preservation challenges. Functionally obsolete, and often derelict and decaying, these cultural landscapes often retain only a fraction of their original infrastructure. With their historical interconnections made indistinct by their physical separation and obscured by the passage of time, surviving remnants are isolated and disjunct, confounding both their legibility and their consideration for formal historic preservation. Nevertheless, they persist. This dissertation presents a theoretical understanding of the nature of postindustrial landscape preservation, and argues that the material persistence of its historical constituents is the result of previously overlooked processes of informal material conservation, here termed vernacular preservation. Further, this dissertation examines ways that heritage professionals can manage and interpret these vast, complex, and shattered landscapes, using 21st-century digital and spatial tools. Confronted by ongoing depopulation and divestment, and constrained by limited financial capacity to reverse the trend of blight and property loss, communities and individuals concerned with the preservation of vernacular postindustrial landscapes face many unique management and interpretation challenges. The successful heritagization of the postindustrial landscape depends on its comprehension, and communication, as a historically complex network of systems, and I argue that utilizing advanced digital and spatial tool such as historical GIS and procedural modeling can aid communities and heritage professionals in managing, preserving, and interpreting these landscapes. This dissertation presents heritage management and interpretation strategies that emphasize the historical, but now largely missing, spatial and temporal contexts of today’s postindustrial landscape in Michigan’s Copper Country. A series of case studies illustrates the demonstrated and potential value of using a big-data, longitudinally-linked digital infrastructure, or Historical GIS (HGIS), known as the Copper Country Historical Spatial Data Infrastructure (CC-HSDI), for heritage management and interpretation. These studies support the public education and conservation goals of the communities in this nationally-significant mining region through providing accessible, engaging, and meaningful historical spatiotemporal context, and by helping to promote and encourage the ongoing management and preservation of this ever-evolving postindustrial landscape

    La recreación de una escena urbana medieval con personajes inteligentes: pasos para crear el escenario completo

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    [EN] From historical advice to 3D modeling and programming, the process of reconstructing cultural heritage sites populated with virtual inhabitants is lengthy and expensive, and it requires a large set of skills and tools. These constraints make it increasingly difficult, however not unattainable, for small archaeological sites to build their own simulations. In this article, we describe our attempt to minimize this scenario. We describe a framework that makes use of free tools or campus licenses and integrates the curricular work of students in academia. We present the details of methods and tools used in the pipeline of the construction of the virtual simulation of the medieval village of Mértola in the south of Portugal. We report on: a) the development of a lightweight model of the village, including houses and terrain, and b) its integration in a game engine in order to c) include a virtual population of autonomous inhabitants in a simulation running in real-time.[ES] El proceso de reconstrucción en 3D de lugareshistóricospoblados con habitantes virtuales es complejo, y requiere de un gran conjunto de habilidades y herramientas. Estos procesos incluyen elasesoramiento histórico, el modelado 3D, ola programación y estas limitaciones hacen que sea muy difícil construir sus propias simulacionesenpequeños equipos arqueológicos. En este artículo, describimos nuestro intento de minimizar este escenario. Se describe cómo integramos el trabajo curricular de los estudiantes en la academia, haciendouso de herramientas libres olicencias de campus. Se presentan los detalles de los métodos y de las herramientas utilizadas en el processo de construcción de la simulación virtual del pueblo medieval de Mértola, en el sur de Portugal. Se presenta: a)el desarrollo de los modelos ligeros 3D en el pueblo, incluyendo las habitaciones y el terreno, yb) su integración en unmotor de juego con el fin de c)incluir la población virtual de habitantes autónomos, en una simulación que pueda ser ejecutadaen tiempo real.This project was funded by the Horizon 2020: EU Framework Programme for Research and Innovation under Marie Skłodowska-Curie grant agreement No. 655226 (fellowship to Dr. Rui Filipe Antunes). We knowledge the support of BioISI R&D unit (UID/MULTI/04046/2013), Portugal, the information provided by the team of Campo Arqueológico de Mértola and the students that produced the models and scenarios. Proofreading by Piki Productions.Cláudio, AP.; Carmo, MB.; De Carvalho, AA.; Xavier, W.; Antunes, RF. (2017). Recreating a medieval urban scene with virtual intelligent characters: steps to create the complete scenario. Virtual Archaeology Review. 8(17):31-41. https://doi.org/10.4995/var.2017.6557SWORD314181
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