329 research outputs found

    Using of modern technologies for visualization of cultural heritage

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    This paper explores the historical evolution and contemporary applications of photogrammetry and laser scanning in cultural heritage preservation, focusing on the restoration of the Shush synagogue in Iraqi Kurdistan. It traces the development of documentation techniques, highlighting photogrammetry's pivotal role and the impact of the digital revolution. The case study of Project Shush illustrates the practical use of geomatics techniques, advanced 3D modeling, and collaboration with NGOs and authorities. The methodology outlines the use of technologies like terrestrial laser scanners (BLK360, Zeb-Revo) and UAVs, emphasizing their mobility and accuracy. Results detail the project stages, showcasing the creation of a detailed 3D model and the use of Unreal Engine for visualization. The conclusion emphasizes the importance of 3D documentation in cultural heritage and celebrates the success of the Shush synagogue restoration as a testament to technological advancements in preservation. Our research has shown that the joining of different 3D object documentation technologies significantly improves the quality and speeds up the workflow. Comparison of partial point clouds in software Cloudcompare on a case study of a smaller historic building showed differences in the internal structure in centimeters, while for the external parts that were covered with vegetation the differences reached up to decimeters

    Beacon Virtua: A Virtual Reality Simulation Detailing the Recent and Shipwreck History of Beacon Island, Western Australia

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    Beacon Virtua is a project to document and virtually preserve a historically significant offshore island as a virtual reality experience. In 1629, survivors of the wreck of VOC ship Batavia took refuge on Beacon Island, Western Australia, followed by a mutiny and massacre. In the 1950s the island became the base of a successful fishing industry, and in 1963 human remains from Batavia were located. The fishing community has recently been moved off the island to protect and preserve the site and allow a thorough archaeological investigation of the island. Beacon Virtua exposes users to the history of both the shipwreck survivors and the fishing community. The project uses the virtual environment development software Unity to present a simulation of the island, with 3D models of buildings and jetties, photogrammetric 3D reconstructions of graves and other features, 360° photographic panoramas, and information on the history of the island. The experience has been made available on a wide range of different platforms including via a web-page, as part of an exhibition, and on head mounted displays (VR headsets). This chapter discusses the features included in Beacon Virtua, the storytelling techniques used in the simulation, the challenges encountered and solutions used during the project

    3D Recording and Interpretation for Maritime Archaeology

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    This open access peer-reviewed volume was inspired by the UNESCO UNITWIN Network for Underwater Archaeology International Workshop held at Flinders University, Adelaide, Australia in November 2016. Content is based on, but not limited to, the work presented at the workshop which was dedicated to 3D recording and interpretation for maritime archaeology. The volume consists of contributions from leading international experts as well as up-and-coming early career researchers from around the globe. The content of the book includes recording and analysis of maritime archaeology through emerging technologies, including both practical and theoretical contributions. Topics include photogrammetric recording, laser scanning, marine geophysical 3D survey techniques, virtual reality, 3D modelling and reconstruction, data integration and Geographic Information Systems. The principal incentive for this publication is the ongoing rapid shift in the methodologies of maritime archaeology within recent years and a marked increase in the use of 3D and digital approaches. This convergence of digital technologies such as underwater photography and photogrammetry, 3D sonar, 3D virtual reality, and 3D printing has highlighted a pressing need for these new methodologies to be considered together, both in terms of defining the state-of-the-art and for consideration of future directions. As a scholarly publication, the audience for the book includes students and researchers, as well as professionals working in various aspects of archaeology, heritage management, education, museums, and public policy. It will be of special interest to those working in the field of coastal cultural resource management and underwater archaeology but will also be of broader interest to anyone interested in archaeology and to those in other disciplines who are now engaging with 3D recording and visualization

    Photogrammetry for 3D Reconstruction in SOLIDWORKS and its Applications in Industry

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    Indiana University-Purdue University Indianapolis (IUPUI)Close range, image based photogrammetry and LIDAR laser scanning technique are commonly utilized methodologies to snap real objects.3D models of already existing model or parts can be reconstructed by laser scanning and photogrammetry. These 3D models can be useful in applications like quality inspection, reverse engineering. With these techniques, they have their merits and limitations. Though laser scanners have higher accuracy, they require higher initial investment. Close-range photogrammetry is known for its simplicity, versatility and e ective detection of complex surfaces and 3D measurement of parts. But photogrammetry techniques can be initiated with comparatively much lower initial cost with acceptable accuracy. Currently, many industries are using photogrammetry for reverse engineering, quality inspection purposes. But, for photogrammetric object reconstruction, they are using di erent softwares. Industrial researchers are using commercial/open source codes for reconstruction and another stand-alone software for reverse engineering and mesh deviation analysis. So the problem statement here for this thesis is to integrate Photogrammetry, reverse engineering and deviation analysis to make one state-of-the-art work ow. xx The objectives of this thesis are as follows: 1. Comparative study between available source codes and identify suitable and stable code for integration; understand the photogrammetry methodology of that particular code. 2. To create a taskpane add-in using API for Integration of selected photogrammetry methodology and facilitate methodology with parameters. 3. To demonstrate the photogrammetric work ow followed by a reverse engineering case studies to showcase the potential of integration. 4. Parametric study for number of images vs accuracy 5. Comparison of Scan results, photogrammetry results with actual CAD dat

    Digital Twins and Cultural Heritage Preservation: A Case Study of Best Practices and Reproducibility in Chiesa dei SS Apostoli e Biagio

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    The use of digital twin technologies to preserve cultural heritage has become increasingly common over the past two decades. Evolving from the use of virtual environments (VE) and digital reconstructions that required multiple phases of workflow and multiple software applications and various hardware to output a useable experience to the immediacy of 3D artificial intelligence (AI) generative content and the latest generation of photogrammetric scanning, non-specialists are now able to more easily create digital twins. At the same time, the destruction of cultural heritage has accelerated due to geopolitical instability, seen in examples such as the invasion of Ukraine by Russia (2022). Even with advances in user-friendly and commercially available technologies, digital art history and the digital humanities are in a race against time to train and equip enough individuals onsite to create digital twins before more irreplaceable cultural artifacts and sites are lost to natural disasters, accelerated by climate change, or through armed conflict. However, there remain no international standards for methodological reproducibility and the techniques used currently by many scholars include specialized training and knowledge. As such, this paper presents a case study that addresses reproducibility and explainability in the digital humanities through a detailed workflow of the creation of a digital twin of Chiesa dei SS Apostoli e Biagio in Florence, Italy. A model is presented that is scalable and leverages widely available, user-friendly 360 cameras and photogrammetry with LiDAR to capture cultural heritage sites with best practices on how to quickly and effectively train non-specialists to create site-specific digital twins of a variety of cultural heritage structures

    Study on quality in 3D digitisation of tangible cultural heritage: mapping parameters, formats, standards, benchmarks, methodologies and guidelines: final study report.

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    This study was commissioned by the Commission to help advance 3D digitisation across Europe and thereby to support the objectives of the Recommendation on a common European data space for cultural heritage (C(2021) 7953 final), adopted on 10 November 2021. The Recommendation encourages Member States to set up digital strategies for cultural heritage, which sets clear digitisation and digital preservation goals aiming at higher quality through the use of advanced technologies, notably 3D. The aim of the study is to map the parameters, formats, standards, benchmarks, methodologies and guidelines relating to 3D digitisation of tangible cultural heritage. The overall objective is to further the quality of 3D digitisation projects by enabling cultural heritage professionals, institutions, content-developers, stakeholders and academics to define and produce high-quality digitisation standards for tangible cultural heritage. This unique study identifies key parameters of the digitisation process, estimates the relative complexity and how it is linked to technology, its impact on quality and its various factors. It also identifies standards and formats used for 3D digitisation, including data types, data formats and metadata schemas for 3D structures. Finally, the study forecasts the potential impacts of future technological advances on 3D digitisation

    3D indoor topological modelling based on homotopy continuation

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    Indoor navigation is important for various applications such as disaster management, building modelling and safety analysis. In the last decade, the indoor environment has been a focus of extensive research that includes the development of indoor data acquisition techniques, three-dimensional (3D) data modelling and indoor navigation. 3D indoor navigation modelling requires a valid 3D geometrical model that can be represented as a cell complex: a model without any gap or intersection such that the two cells, a room and corridor, should perfectly touch each other. This research is to develop a method for 3D topological modelling of an indoor navigation network using a geometrical model of an indoor building environment. To reduce the time and cost of the surveying process, a low-cost non-contact range-based surveying technique was used to acquire indoor building data. This technique is rapid as it requires a shorter time than others, but the results show inconsistencies in the horizontal angles for short distances in indoor environments. The rangefinder was calibrated using the least squares adjustment and a polynomial kernel. A method of combined interval analysis and homotopy continuation was developed to model the uncertainty level and minimize error of the non-contact range-based surveying techniques used in an indoor building environment. Finally, a method of 3D indoor topological building modelling was developed as a base for building models which include 3D geometry, topology and semantic information. The developed methods in this research can locate a low-cost, efficient and affordable procedure for developing a disaster management system in the near-future

    Digital Documentation and Reconstruction of an Ancient Maya Temple and Prototype of Internet GIS Database of Maya Architectur

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    This is a request for Level II Start-Up funding for an international project to develop and test a working prototype for a new platform for an online, searchable database that can bring together GIS maps, 3D models, and virtual environments for teaching and research. (The planning phase was funded by a Level I Start-Up Grant in 2009.) The prototype will employ existing digital collections on Maya architecture at the UNESCO World Heritage Site of Copan, Honduras and a highly-accurate, hybrid 3D model being developed by the project that will test and demonstrate the platform???s capabilities. Art historians and archaeologists from the University of New Mexico (UNM) and the Honduran Institute of Anthropology and History will work with computer experts from ETH Zurich, FBK Trento, and the University of California to design this online tool

    St. George and the Dragon: Design and production of a cultural heritage museum installation using media archaeology

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    Media archaeology is a field of media research investigating new media cultures through material manifestations. Although often recognized as an approach to art, its use as an approach to design has not been fully explored. Media archaeology can be valuable because it offers alternative qualities of mediation, as a design palette, to that of prescriptive common media devices. This thesis describes a media archaeological approach towards the design of a cultural heritage media installation, exhibited at Häme Castle between April–December 2017, and produced as a collaboration between the National Museum of Finland (Kansallismuseo) and the Systems of Representation research group in the Department of Media at Aalto University in Finland. The installation displayed a multi-view stereoscopic (3D) digital reconstruction of a medieval sculptural scene of St. George and the Dragon, based on preserved, fragmented medieval sculptures from the museum’s archives. Four stereoscopic video viewers were synchronized to a rotating central physical display, affording visitors an effect of augmented reality, without the need for a mainstream augmented reality implementation. Though the work was time-limited and project-driven, the design approach achieved a well-integrated installation that was sensitive to the aims of an exhibition of sculpture within a cultural heritage museum: artistry, materiality, interpretation. This thesis therefore seeks to argue that media archaeological approaches to design can identify historical ideas that can be remediated into relevancy for new contexts, and, in spite of their historical connotations, foster engaging technological experiences for the contemporary audience, that are sensitive to the aims of an exhibition of cultural heritage
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