448 research outputs found

    E-patient (r)evolution: quando è il paziente a coinvolgere il medico.

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    Lo scopo di questo studio è fornire un contribuito al framework teorico di riferimento, con evidenze sui comportamenti di scelta della popolazione della Regione Toscana riguardo l’uso di internet quale strumento per reperire informazioni sulla salute. Dai risultati emerge che sono i più giovani e istruiti, con una insoddisfazione del sistema sanitario e con cattive esperienze con le Asl in termini di burocrazia e prontezza del front-office a consultare più internet, ma coloro i quali hanno un buon rapporto con il proprio medico di famiglia sono più propensi a condividere tali informazioni derivanti dalla rete con il medico stesso

    Water: Social Responsibility and the Concept of Common Good in the Ancient City of Pompeii

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    Pompeii was connected to the great Serino aqueduct under the principate of Augustus. From that moment on, water became not only a precious resource for the inhabitants but also their true social indicator. It is no coincidence, in fact, that the concentration of sumptuous dwellings is in Regio VI, the district closest to the aqueduct reservoir (castellum aquae in Latin) and the one most equipped with piezometric towers, the first of the network, the ones that would never leave the decorative fountains of the peristyles dry. From this observation follows the original possibility of considering the water network a factor that contributed to designating the morphology of urban neighbourhoods and blocks

    A Geometric Processing Workflow for Transforming Reality-Based 3D Models in Volumetric Meshes Suitable for FEA

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    Conservation of Cultural Heritage is a key issue and structural changes and damages can influence the mechanical behaviour of artefacts and buildings. The use of Finite Elements Methods (FEM) for mechanical analysis is largely used in modelling stress behaviour. The typical workflow involves the use of CAD 3D models made by Non-Uniform Rational B-splines (NURBS) surfaces, representing the ideal shape of the object to be simulated. Nowadays, 3D documentation of CH has been widely developed through reality-based approaches, but the models are not suitable for a direct use in FEA: the mesh has in fact to be converted to volumetric, and the density has to be reduced since the computational complexity of a FEA grows exponentially with the number of nodes

    3D DIGITIZATION OF MUSEUM CONTENT WITHIN THE 3DICONS PROJECT

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    The main purpose of the European Project "3DIcons" is to digitize masterpieces of Cultural Heritage and provide the related 3D models and metadata to Europeana, an Internet portal that acts as an interface to millions of books, paintings, films, museum objects and archival records that have been digitised throughout Europe. The purpose of this paper is to define a complete pipeline which covers all technical and logistic aspects for creating 3D models in a Museum environment with no established digitization laboratory, from the 3D data acquisition to the creation of models that has to be searchable on the Internet through Europeana. The research group of Politecnico di Milano is dealing with the 3D modelling of the Archaeological Museum of Milan and most of its valuable content. In this paper an optimized 3D modelling pipeline is shown, that takes into account all the potential problems occurring during the survey and the related data processing. Most of the 3D digitization activity have been made exploiting the Structure From Motion (SfM) technique, handling all the acquisition (e.g. objects enlightenment, camera-object relative positioning, object shape and material, etc.) and processing problems (e.g. difficulties in the alignment step, model scaling, mesh optimization, etc.), but without neglecting the metric rigor of the results. This optimized process has been applied on a significant number of items, showing how this technique can allow large scale 3D digitization projects with relatively limited efforts

    HBIM FROM A FIRST CENTURY ICONOGRAPHY

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    Abstract. Protecting and enhancing inherited assets is a duty of every age; ours requires disclosure through the services of the interconnected network, the only one, to date, capable of reaching a wide audience and with it attracting adequate economic resources for the implementation of programs. In keeping with the international definition of "Cultural Heritage", the paper describes the methodology that guided the construction in 3D of the monumental building sculpted in the iconographies between 52 and 62 AD on the marble slab now preserved at the archaeological museum of Perugia. An informative workflow on what has been collected is proposed to then discuss the potential of its uses. The focus lies in particular on the possibility of the model to act as an interoperable collector to compare the reconstructive hypotheses.The final objective looks at the opportunity to create multimedia, multimodal and cross modal collaboration spaces to remedy aspects that, by affecting a wider audience of users, encourage socio-economic policies

    3D SURVEYING AND MODELING OF ARCHAEOLOGICAL SITES - SOME CRITICAL ISSUES -

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    Abstract. The goal of the reported project is to test and evaluate 3D surveying and modelling methods to document the remaining ancient byzantine city walls of the archaeological site of Aquileia in Friuli Venezia Giulia, Italy. The objectives are threefold: (1) to use 3D data to create maps, facades and sections that provide information useful for archaeological purposes such as the investigation of architectural construction techniques or construction phases, (2) to evaluate and compare photogrammetric and laser scanner data in order to identify the advantages and disadvantages of the two 3D surveying techniques for archaeological applications and needs and (3) to draw broader conclusions about the applicability of photogrammetry and laser scanning for documenting and analysing ancient walls within a particular set of environmental circumstances. The paper presents the employed 3D surveying techniques, the obtained 3D results and 2D products and some critical comments

    3D Reality-Based Survey and Retopology for Structural Analysis of Cultural Heritage

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    Cultural heritage’s structural changes and damages can influence the mechanical behaviour of artefacts and buildings. The use of finite element methods (FEM) for mechanical analysis is largely used in modelling stress behaviour. The workflow involves the use of CAD 3D models and the use of non-uniform rational B-spline (NURBS) surfaces. For cultural heritage objects, altered by the time elapsed since their creation, the representation created with the CAD model may introduce an extreme level of approximation, leading to wrong simulation results. The focus of this work is to present an alternative method intending to generate the most accurate 3D representation of a real artefact from highly accurate 3D reality-based models, simplifying the original models to make them suitable for finite element analysis (FEA) software. The approach proposed, and tested on three different case studies, was based on the intelligent use of retopology procedures to create a simplified model to be converted to a mathematical one made by NURBS surfaces, which is also suitable for being processed by volumetric meshes typically embedded in standard FEM packages. This allowed us to obtain FEA results that were closer to the actual mechanical behaviour of the analysed heritage asset

    Segmentation of 3D Models for Cultural Heritage Structural Analysis – Some Critical Issues

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    Cultural Heritage documentation and preservation has become a fundamental concern in this historical period. 3D modelling offers a perfect aid to record ancient buildings and artefacts and can be used as a valid starting point for restoration, conservation and structural analysis, which can be performed by using Finite Element Methods (FEA). The models derived from reality-based techniques, made up of the exterior surfaces of the objects captured at high resolution, are - for this reason - made of millions of polygons. Such meshes are not directly usable in structural analysis packages and need to be properly pre-processed in order to be transformed in volumetric meshes suitable for FEA. In addition, dealing with ancient objects, a proper segmentation of 3D volumetric models is needed to analyse the behaviour of the structure with the most suitable level of detail for the different sections of the structure under analysis. Segmentation of 3D models is still an open issue, especially when dealing with ancient, complicated and geometrically complex objects that imply the presence of anomalies and gaps, due to environmental agents such as earthquakes, pollution, wind and rain, or human factors. The aims of this paper is to critically analyse some of the different methodologies and algorithms available to segment a 3D point cloud or a mesh, identifying difficulties and problems by showing examples on different structures

    3D Capturing Performances of Low-Cost Range Sensors for Mass-Market Applications

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    Since the advent of the first Kinect as motion controller device for the Microsoft XBOX platform (November 2010), several similar active and low-cost range sensing devices have been introduced on the mass-market for several purposes, including gesture based interfaces, 3D multimedia interaction, robot navigation, finger tracking, 3D body scanning for garment design and proximity sensors for automotive. However, given their capability to generate a real time stream of range images, these has been used in some projects also as general purpose range devices, with performances that for some applications might be satisfying. This paper shows the working principle of the various devices, analyzing them in terms of systematic errors and random errors for exploring the applicability of them in standard 3D capturing problems. Five actual devices have been tested featuring three different technologies: i) Kinect V1 by Microsoft, Structure Sensor by Occipital, and Xtion PRO by ASUS, all based on different implementations of the Primesense sensor; ii) F200 by Intel/Creative, implementing the Realsense pattern projection technology; Kinect V2 by Microsoft, equipped with the Canesta TOF Camera. A critical analysis of the results tries first of all to compare them, and secondarily to focus the range of applications for which such devices could actually work as a viable solution
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