3 research outputs found

    SELECTED METHODS OF MAKING THREE-DIMENSIONAL VIRTUAL MODELS OF MUSEUM CERAMIC OBJECTS

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    The paper presents available three-dimensional scanning technologies with a particular focus on the digitisation process of ceramic objects. Of the re-search carried out show that in digitising ceramic objects with concave ornamentation by the Roland PICZA LPX-600 scanner the method of scanning by planes should be used. While digitising such objects with the ZScanner 庐 700 one should use the resolution of 0,4 mm. The paper also shows the suitability of reference imaging in recreating the shape of the object in constructing 3D models. This shape can be used in virtual assembly of the shells of broken ceramic vessels

    AN APPROACH TO COMPUTER-AIDED RECONSTRUCTION OF MUSEUM EXHIBITS

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    The article discusses the possibility of using 3D laser and 3D structured light scanning technology to support the restoration of museum objects and presents the concept of applying techniques of 3D scanning and CAD processing to create a model of the missing fragment of a museum object, based on scans of the damaged surface and fragments of the object with a similar shape. The resulting model can be used as a base element in the restoration of the original shape of the artifact, both virtually and in reality. The paper also presents the proposal of a process of reconstructing a missing fragment model of an actual museum object (an exhibit from the Zamoyski Museum in Koz艂贸wka) using the method in question and mobile 3D scanning equipment

    Acceptation of the Developed Mobile Virtual Reality Visualisations of 3D Objects from the Area of the Silk Road

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    The paper presents a process of testing a created virtual reality application for displaying the "Hujra", a room for students of the 17th century madrassa in the area of the Silk Road, together with interactive objects. The designed 3D objects had sufficiently small file sizes to be introduced into virtual reality, and the fully mobile application worked effectively using smartphones within the price group available to the average user. The application was presented to a group of students and researchers from Kyrgyzstan. In addition, objects not belonging to the Islamic culture were introduced into the students' room. Pilot tests confirmed the usefulness of the proposed solution of 3D modelling. Interviews with the participants of the experiment and the results of a survey showed that the virtual reality application was a very attractive form of presentation, especially for people belonging to Generation Z. The combination of the complexity of the project and its high availability via smartphones was considered a successful solution by those questioned
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