87 research outputs found

    Web-based scientific exploration and analysis of 3D scanned cuneiform datasets for collaborative research

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    The three-dimensional cuneiform script is one of the oldest known writing systems and a central object of research in Ancient Near Eastern Studies and Hittitology. An important step towards the understanding of the cuneiform script is the provision of opportunities and tools for joint analysis. This paper presents an approach that contributes to this challenge: a collaborative compatible web-based scientific exploration and analysis of 3D scanned cuneiform fragments. The WebGL -based concept incorporates methods for compressed web-based content delivery of large 3D datasets and high quality visualization. To maximize accessibility and to promote acceptance of 3D techniques in the field of Hittitology, the introduced concept is integrated into the Hethitologie-Portal Mainz, an established leading online research resource in the field of Hittitology, which until now exclusively included 2D content. The paper shows that increasing the availability of 3D scanned archaeological data through a web-based interface can provide significant scientific value while at the same time finding a trade-off between copyright induced restrictions and scientific usability

    Enhancing Humanities Research Productivity in a Collaborative Data Sharing Environment

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    This project represents a multi-organizational, interdisciplinary effort to enhance collaborative research in cultural heritage fields by exploring user experience with Web-based technologies. The objective of this project is to document user needs around online systems for sharing primary data and documentation of cultural heritage collections. To this end, we will draw upon the experience and insights of representatives from different stakeholder groups in three broad arenas: academic researchers, heritage managers, and specialist communities. Investigations undertaken in this study will result in best-practice guidelines to guide humanities computing efforts on how to best meet the diverse user needs in future online data sharing systems. Using an iterative cycle of development, deployment, and evaluation, this project will enhance Open Context, a collaborative, open-access data sharing system already in use for archaeology and related disciplines

    Three-dimensional scanning as a means of archiving sculptures

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    Thesis (M. Tech. Design technology) -- Central University of Technology, Free State, 2011This dissertation outlines a procedural scanning process using the portable ZCorporation ZScanner® 700 and provides an overview of the developments surrounding 3D scanning technologies; specifically their application for archiving Cultural Heritage sites and projects. The procedural scanning process is structured around the identification of 3D data recording variables applicable to the digital archiving of an art museum’s collection of sculptures. The outlining of a procedural 3D scanning environment supports the developing technology of 3D digital archiving in view of artefact preservation and interactive digital accessibility. Presented in this paper are several case studies that record 3D scanning variables such as texture, scale, surface detail, light and data conversion applicable to varied sculptural surfaces and form. Emphasis is placed on the procedural documentation and the anomalies associated with the physical object, equipment used, and the scanning environment. In support of the above, the Cultural Heritage projects that are analyzed prove that 3D portable scanning could provide digital longevity and access to previously inaccessible arenas for a diverse range of digital data archiving infrastructures. The development of 3D data acquisition via scanning, CAD modelling and 2D to 3D data file conversion technologies as well as the aesthetic effect and standards of digital archiving in terms of the artwork – viewer relationship and international practices or criterions of 3D digitizing are analysed. These projects indicate the significant use of optical 3D scanning techniques and their employ on renowned historical artefacts thus emphasizing their importance, safety and effectiveness. The aim with this research is to establish that the innovation and future implications of 3D scanning could be instrumental to future technological advancement in an interdisciplinary capacity to further data capture and processing in various Cultural Heritage diagnostic applications

    Surface analysis and visualization from multi-light image collections

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    Multi-Light Image Collections (MLICs) are stacks of photos of a scene acquired with a fixed viewpoint and a varying surface illumination that provides large amounts of visual and geometric information. Over the last decades, a wide variety of methods have been devised to extract information from MLICs and have shown its use in different application domains to support daily activities. In this thesis, we present methods that leverage a MLICs for surface analysis and visualization. First, we provide background information: acquisition setup, light calibration and application areas where MLICs have been successfully used for the research of daily analysis work. Following, we discuss the use of MLIC for surface visualization and analysis and available tools used to support the analysis. Here, we discuss methods that strive to support the direct exploration of the captured MLIC, methods that generate relightable models from MLIC, non-photorealistic visualization methods that rely on MLIC, methods that estimate normal map from MLIC and we point out visualization tools used to do MLIC analysis. In chapter 3 we propose novel benchmark datasets (RealRTI, SynthRTI and SynthPS) that can be used to evaluate algorithms that rely on MLIC and discusses available benchmark for validation of photometric algorithms that can be also used to validate other MLIC-based algorithms. In chapter 4, we evaluate the performance of different photometric stereo algorithms using SynthPS for cultural heritage applications. RealRTI and SynthRTI have been used to evaluate the performance of (Neural)RTI method. Then, in chapter 5, we present a neural network-based RTI method, aka NeuralRTI, a framework for pixel-based encoding and relighting of RTI data. In this method using a simple autoencoder architecture, we show that it is possible to obtain a highly compressed representation that better preserves the original information and provides increased quality of virtual images relighted from novel directions, particularly in the case of challenging glossy materials. Finally, in chapter 6, we present a method for the detection of crack on the surface of paintings from multi-light image acquisitions and that can be used as well on single images and conclude our presentation

    Distribución y uso de modelos 3D en la web: ¿estamos listos?

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    [EN] Digital technologies are now mature for producing high quality digital replicas of Cultural Heritage (CH) assets. The research results produced in the last decade ignitedan impressive evolution and consolidation of the technologies for acquiring high-quality digital three-dimensional (3D)models, encompassing both geometry and color. What remains still an open problem is how to deliver those data and related knowledge to our society. The web is nowadays the main channel for the dissemination of knowledge. Emerging commercial solutions for web-publishing of 3D data are consolidating and becoming a de-facto standard for many applications(e-commerce, industrial products, education, etc.).In this framework, CH is a very specific domain, requiring highly flexible solutions. Some recent experiences arepresented, aimed at providing a support to the archival of archaeological3Ddata, supporting web-based publishing of very high-resolution digitization results and finally enabling the documentation of complex restoration actions. All those examples have been recently implemented on the open-source 3D Heritage Online Presenter (3DHOP)platform, developed at CNR-ISTI[ES] Las tecnologías digitales estánahora maduraspara producir réplicas digitales de alta calidad de valores activos del patrimonio cultural (CH). Los resultados de la investigación producidos en la última década han mostrado una evolución impresionante y una consolidación de las tecnologías para la capturade modelos digitales tridimensionales (3D)de alta calidad, que abarcanla geometríay el color.Lo que queda aún por resolver estárelacionado con la forma de distribuirlos datos y el conocimiento relacionado conla sociedad. La web es hoy en día el principal canal utilizado para divulgarel conocimiento. Las soluciones comerciales nuevas relacionadas con la publicación en la red de datos en 3D se están consolidando y convirtiendo en un estándar de facto para muchas aplicaciones(comercio electrónico, productos industriales, educación, etc.). En este escenario, el patrimonio culturales un dominio muy específico, que requiere soluciones muyflexibles.Se presentan algunas experiencias recientes, destinadasa proporcionar un apoyo al archivo de los datos arqueológicos3D, la publicaciónwebde los resultados de digitalización de muy alta resoluciónque permitenfinalmente la documentación de trabajos de restauracióncomplejos. Todos estos ejemplos se han implementado recientemente en la plataforma 3D Heritage Online Presenter(3DHOP)de código abierto, desarrolladaen el CNR-ISTI.The research leading to these results has received funding from the EU 7th Framework Programme (FP7/2007-2013) under grant agreement no. 654119 (EC "PARTHENOS" project) and EU H2020 Programme (“EMOTIVE: EMOTIve Virtual cultural Experiences through personalized storytelling”, H2020-SC6-CULT-COOP-08-2016) under grant agreement no. 727188.Scopigno, R.; Callieri, M.; Dellepiane, M.; Ponchio, F.; Potenziani, M. (2017). Delivering and using 3D models on the web: are we ready?. Virtual Archaeology Review. 8(17):1-9. https://doi.org/10.4995/var.2017.6405SWORD1981

    The reconstruction of virtual cuneiform fragments in an online environment

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    Reducing the time spent by experts on the process of cuneiform fragment reconstruction means that more time can be spent on the translation and interpretation of the information that the cuneiform fragments contain. Modern computers and ancillary technologies such as 3D printing have the power to simplify the process of cuneiform reconstruction, and open up the field of reconstruction to non-experts through the use of virtual fragments and new reconstruction methods. In order for computers to be effective in this context, it is important to understand the current state of available technology, and to understand the behaviours and strategies of individuals attempting to reconstruct cuneiform fragments. This thesis presents the results of experiments to determine the behaviours and actions of participants reconstructing cuneiform tablets in the real and virtual world, and then assesses tools developed specifically to facilitate the virtual reconstruction process. The thesis also explores the contemporary and historical state of relevant technologies. The results of experiments show several interesting behaviours and strategies that participants use when reconstructing cuneiform fragments. The experiments include an analysis of the ratio between rotation and movement that show a significant difference between the actions of successful and unsuccessful participants, and an unexpected behaviour that the majority of participants adopted to work with the largest fragments first. It was also observed that the areas of the virtual workspace used by successful participants was different from the areas used by unsuccessful participants. The work further contributes to the field of reconstruction through the development of appropriate tools that have been experimentally proved to dramatically increase the number of potential joins that an individual is able to make over period of time

    Semantic Domains in Akkadian Text

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    The article examines the possibilities offered by language technology for analyzing semantic fields in Akkadian. The corpus of data for our research group is the existing electronic corpora, Open richly annotated cuneiform corpus (ORACC). In addition to more traditional Assyriological methods, the article explores two language technological methods: Pointwise mutual information (PMI) and Word2vec.Peer reviewe

    CyberResearch on the Ancient Near East and Eastern Mediterranean

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    CyberResearch on the Ancient Near East and Neighboring Regions provides case studies on archaeology, objects, cuneiform texts, and online publishing, digital archiving, and preservation. Eleven chapters present a rich array of material, spanning the fifth through the first millennium BCE, from Anatolia, the Levant, Mesopotamia, and Iran. Customized cyber- and general glossaries support readers who lack either a technical background or familiarity with the ancient cultures. Edited by Vanessa Bigot Juloux, Amy Rebecca Gansell, and Alessandro Di Ludovico, this volume is dedicated to broadening the understanding and accessibility of digital humanities tools, methodologies, and results to Ancient Near Eastern Studies. Ultimately, this book provides a model for introducing cyber-studies to the mainstream of humanities research

    Crossing Experiences in Digital Epigraphy: From Practice to Discipline

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    Although a relevant number of projects digitizing inscriptions are under development or have been recently accomplished, Digital Epigraphy is not yet considered to be a proper discipline and there are still no regular occasions to meet and discuss. By collecting contributions on nineteen projects – very diversified for geographic and chronological context, for script and language, and for typology of digital output – this volume intends to point out the methodological issues which are specific to the application of information technologies to epigraphy. The first part of the volume is focused on data modelling and encoding, which are conditioned by the specific features of different scripts and languages, and deeply influence the possibility to perform searches on texts and the approach to the lexicographic study of such under-resourced languages. The second part of the volume is dedicated to the initiatives aimed at fostering aggregation, dissemination and the reuse of epigraphic materials, and to discuss issues of interoperability. The common theme of the volume is the relationship between the compliance with the theoretic tools and the methodologies developed by each different tradition of studies, and, on the other side, the necessity of adopting a common framework in order to produce commensurable and shareable results. The final question is whether the computational approach is changing the way epigraphy is studied, to the extent of renovating the discipline on the basis of new, unexplored questions
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