85 research outputs found

    Virtual Valcamonica: collaborative exploration of prehistoric petroglyphs and their surrounding environment in multi-user virtual reality

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    In this paper, we present a novel, multi-user, virtual reality environment for the interactive, collaborative 3D analysis of large 3D scans and the technical advancements that were necessary to build it: a multi-view rendering system for large 3D point clouds, a suitable display infrastructure and a suite of collaborative 3D interaction techniques. The cultural heritage site of Valcamonica in Italy with its large collection of prehistoric rock-art served as an exemplary use case for evaluation. The results show that our output-sensitive level-of-detail rendering system is capable of visualizing a 3D dataset with an aggregate size of more than 14 billion points at interactive frame rates. The system design in this exemplar application results from close exchange with a small group of potential users: archaeologists with expertise in rock-art and allows them to explore the prehistoric art and its spatial context with highly realistic appearance. A set of dedicated interaction techniques was developed to facilitate collaborative visual analysis. A multi-display workspace supports the immediate comparison of geographically distributed artifacts. An expert review of the final demonstrator confirmed the potential for added value in rock-art research and the usability of our collaborative interaction techniques

    Google Under-the-Earth: Seeing Beneath Stonehenge using Google Earth - a Tool for Public Engagement and the Dissemination of Archaeological Data

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    This article focuses on the use of Google Earth as a tool to facilitate public engagement and dissemination of data. It examines a case study based around one of the largest archaeological investigations of the Stonehenge landscape, the Stonehenge Riverside Project. A bespoke layer for Google Earth was developed to communicate the discoveries of the research by creating an engaging, interactive and informative multimedia application that could be viewed by users across the world. The article describes the creation of the layer: Google Under-the-Earth: Seeing Beneath Stonehenge, and the public uptake and response to this. The project was supported by a Google Research Award, and working alongside Google enabled a 'free to download' platform for users to view the data within in the form of Google Earth, as well as the integration of a variety of applications including: Google SketchUp, YouTube, and Flickr. In addition, the integration of specialist software, such as Esri ArcGIS, was fundamental to the integration of the spatial data gathered by the project. Methodologies used to create the application are documented here, including how different outputs were integrated such as geophysical survey, 3D reconstructions and landscape tours. The future possibilities for utilising Google Earth for public engagement and understanding in the discipline are examined

    The Visual Digital Humanities - Topics, Researchers and Cultures

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    The data foci of digital humanities are texts, images and objects. While the use of digital methods in the text-oriented disciplines is currently widely established and standardized, a scope of digital methods related to images and other visual objects and basing on vision rather than close reading remains – despite various attempts – essentially undiscovered. Against this background, three areas of usage of visual oriented methods and approaches are of interest for our investigation: (a) Scholars working in visual digital hu-manities, (b) Fields of research, topics and methods used by these scholars, (c) Institutionalization & disciplinary culture of these scholars. Investigations were done via 15 expert interviews with researchers in London and 6 interviews in Los Angeles as well as via two surveys with more than 900 participants each. Key findings are about disciplinary backgrounds and about how scholars enter the digital humanities as well as topics and international collaborations and project funding

    Patrimonio Virtual del Territorio: Diseño e implementación de Recursos Educativos en Realidad Aumentada y Navegación Peatonal Móvil

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    In this research we intend to establish the relationships between local heritage educational content of software Pedestrian Navigation Systems Mobile-Augmented Reality and learning processes through mobile devices. In this context, we will create a process of teaching and learning linked to urban heritage, determining their educational effectiveness with these tools. Methodological research focuses on two dimensions: technological design of mobile learning platform and in determining educational modes of understanding of the program. We hope to build a patrimonial thematic unit and determine the significance in mLearning-uLearnin

    Exploring historical cemeteries as a site for technological augmentation

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    Tangible and embodied technologies can enrich cultural heritage sites. Their design requires a solid understanding of the specific site, the needs and interests of user communities and stakeholders. Many types of heritage sites have been studied by HCI researchers, however our work focuses on a little-known one: historical cemeteries. Here we describe some early investigations of how the physical and socio-cultural contexts influence potential design solutions for two historic cemeteries, despite of a seemingly similar setting

    BradPhys to BradViz or from archaeological science to heritage science

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    YesArchaeology is a broad church and its role as a “two culture” discipline is frequently cited. This position at the interface of the arts and sciences remains central to archaeological activity but there have been significant changes in the structure of archaeology and its relationship to society overall. The growth of heritage science, in particular, is driving change and development within archaeology at a national and international level. This paper discusses these developments in relation to the author's own research trajectory and discusses the significance of such change

    Calm before the storm? : Modelling military supply and movement

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    Food production and transport infrastructure play a large role in the outcome of a military campaign and the results of failure can have a profound effect on the whole state. Yet these are areas often poorly covered by contemporary sources. The Medieval Warfare on the Grid project is using agent-based modelling to produce quantitative data to examine the mechanisms required to move armies across a pre-industrial landscape. Though focused on the march of the Byzantine army to the Battle of Manzikert in AD1071, the results can improve our understanding of the logistical challenges faced by armies in other periods and places. The use of quantitative data from later sources provides valuable assistance to both design and validation of the models

    Gluing Life Together. Computer Simulation in the Life Sciences: An Introduction

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    Over the course of the last three decades, computer simulations have become a major tool of doing science and engaging with the world, not least in an effort to predict and intervene in a future to come. Born in the context of the Second World War and the discipline of physics, simulations have long spread into most diverse fields of enquiry and technological application. This paper introduces a topical collection focussing on simulations in the life sciences. Echoing the current state of tinkering, fast developments, segmentation of knowledge and interdisciplinary collaboration, and in an effort to bridge the science-humanities divide, the contributors to this collection come from multiple disciplinary backgrounds, including information studies, cognitive sciences, philosophy and biology. The ambiguous character of simulations, their cutting across scientific disciplines, analysis and prediction, understanding and doing, gave rise to their success in contemporary life sciences and has been the object of much scientific debate. One of the main aims of this topical collection, by contrast, is to call into question the assumption of an obvious use and easy transfer of methods between fields of knowledge as diverse as, e.g. physics and biology. The collection presents historical case studies from various biological sub-fields. The articles study how simulations are used and the ways they contribute specifically to our understanding of life. Taking up Sergio Sismondo’s description of simulations as “compromises” and “glue”, they also critically engage with the question of what exactly the life sciences have been gluing together over the last two decades
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