The European Cultural Heritage includes a rich variety of cultural items and a significant amount of resources is devoted to their conservation and dissemination to the public. Living in the era of digitization, these efforts have been significantly facilitated by advances not only in traditional domains (e.g. material science, etc.), but also from more modern ones (i.e. 3D computer graphics & VR simulations). Within this context, the EU funded project Scan4Reco aims to offer low-cost and feasible solutions in the field, as well as to improve existing practices via the automatic digitization and documentation of a wide variety of cultural items. In particular, material identification and visualization will be addressed via multi-sensorial and multi-resolutional material segmentation and data-fusion algorithms, while the problem of the parallel deterioration of the composing materials, given certain environmental conditions will be dealt with via the introduction and fusion of statistical, material-specific ageing models. The conservation dedicated Decision Support System (DSS) of Scan4Reco will be built upon a simulation engine and will suggest optimal conservation methodologies according to different criteria. Last but not least, the Scan4Reco outcomes will be demonstrated through tactile multilayered 3D printed surrogates, while digital surrogates of the cultural items along with their travel in time will be exhibited in a dedicated VR museum. In order to familiarize the reader with Sca4Reco's research novelties and breakthrough innovations, the current paper describes its modules, elaborating on their connection to the project's objectives and to identified user requirements. In addition, we present the overall architecture of the platform commenting on the interdependencies between components and their functionality.
{"title":"Scan4Reco: Towards the Digitized Conservation of Cultural Heritage Assets via Spatiotemporal (4D) Reconstruction and 3D Printing","authors":"N. Dimitriou, A. Drosou, D. Tzovaras","doi":"10.2312/gch.20161382","DOIUrl":"https://doi.org/10.2312/gch.20161382","url":null,"abstract":"The European Cultural Heritage includes a rich variety of cultural items and a significant amount of resources is devoted to their conservation and dissemination to the public. Living in the era of digitization, these efforts have been significantly facilitated by advances not only in traditional domains (e.g. material science, etc.), but also from more modern ones (i.e. 3D computer graphics & VR simulations). Within this context, the EU funded project Scan4Reco aims to offer low-cost and feasible solutions in the field, as well as to improve existing practices via the automatic digitization and documentation of a wide variety of cultural items. In particular, material identification and visualization will be addressed via multi-sensorial and multi-resolutional material segmentation and data-fusion algorithms, while the problem of the parallel deterioration of the composing materials, given certain environmental conditions will be dealt with via the introduction and fusion of statistical, material-specific ageing models. The conservation dedicated Decision Support System (DSS) of Scan4Reco will be built upon a simulation engine and will suggest optimal conservation methodologies according to different criteria. Last but not least, the Scan4Reco outcomes will be demonstrated through tactile multilayered 3D printed surrogates, while digital surrogates of the cultural items along with their travel in time will be exhibited in a dedicated VR museum. In order to familiarize the reader with Sca4Reco's research novelties and breakthrough innovations, the current paper describes its modules, elaborating on their connection to the project's objectives and to identified user requirements. In addition, we present the overall architecture of the platform commenting on the interdependencies between components and their functionality.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130940705","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
S. Rizvić, V. Okanović, Irfan Prazina, Aida Sadzak
White bastion fortress has been standing in defense of Sarajevo since medieval period. In time it was changing together with various dominations upon the city. 4D virtual presentation aims to display the historical development of this cultural heritage object through digital storytelling combined with interactive 3D models of the Bastion in various time periods. These models contain digitized findings from the site and their 3D reconstructions. In this paper we present a new method of interactive digital storytelling for cultural heritage and its initial user evaluation.
{"title":"4D Virtual Reconstruction of White Bastion Fortress","authors":"S. Rizvić, V. Okanović, Irfan Prazina, Aida Sadzak","doi":"10.2312/gch.20161387","DOIUrl":"https://doi.org/10.2312/gch.20161387","url":null,"abstract":"White bastion fortress has been standing in defense of Sarajevo since medieval period. In time it was changing together with various dominations upon the city. 4D virtual presentation aims to display the historical development of this cultural heritage object through digital storytelling combined with interactive 3D models of the Bastion in various time periods. These models contain digitized findings from the site and their 3D reconstructions. In this paper we present a new method of interactive digital storytelling for cultural heritage and its initial user evaluation.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115598939","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The introduction of digital technologies in the documentation methods for cultural heritage has helped to design new tools for the acquisition and management of information collected for multidisciplinary studies. These tools are beginning to emerge as the preferred media for describing, analyzing and understanding the objects of study. Existing solutions for semantic annotation on images, on 3D models or with 2D/3D hybrid methods still reveal themselves today insufficient to tackle the complex problem of annotating heritage artifacts. In this field, the semantic description of the studied objects must be able to rely on a rich and structured representation by on one hand making explicit the morphological complexity of the object and on the other hand by reflecting all aspects conveyed by the acquisitions of scientific imaging. This paper introduces an approach for conducting semantic annotations on 2D images (photography, scientific imaging ...) while facilitating the annotation work with an automatic propagation of these annotations between other correlated representations (2D or 3D) of the object. It is based on a spatial referencing method aiming at the establishment of a continuous 2D/3D projective relationship. The goal of the approach is to define an informative continuum between all phases of observation and description processes ranging from the acquisition of images and spatial data up to the building of semantically-enriched 3D representations. The idea is to insert semantics at all phases of 2D/3D data processing while ensuring a continuous correlation of annotations from a spatial, temporal and morphological point of view.
{"title":"2D/3D Semantic Annotation of Spatialized Images for the Documentation and Analysis of Cultural Heritage","authors":"A. Manuel, P. Véron, L. Luca","doi":"10.2312/gch.20161391","DOIUrl":"https://doi.org/10.2312/gch.20161391","url":null,"abstract":"The introduction of digital technologies in the documentation methods for cultural heritage has helped to design new tools for the acquisition and management of information collected for multidisciplinary studies. These tools are beginning to emerge as the preferred media for describing, analyzing and understanding the objects of study. Existing solutions for semantic annotation on images, on 3D models or with 2D/3D hybrid methods still reveal themselves today insufficient to tackle the complex problem of annotating heritage artifacts. In this field, the semantic description of the studied objects must be able to rely on a rich and structured representation by on one hand making explicit the morphological complexity of the object and on the other hand by reflecting all aspects conveyed by the acquisitions of scientific imaging. \u0000 \u0000This paper introduces an approach for conducting semantic annotations on 2D images (photography, scientific imaging ...) while facilitating the annotation work with an automatic propagation of these annotations between other correlated representations (2D or 3D) of the object. It is based on a spatial referencing method aiming at the establishment of a continuous 2D/3D projective relationship. The goal of the approach is to define an informative continuum between all phases of observation and description processes ranging from the acquisition of images and spatial data up to the building of semantically-enriched 3D representations. The idea is to insert semantics at all phases of 2D/3D data processing while ensuring a continuous correlation of annotations from a spatial, temporal and morphological point of view.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127272009","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Panoramic capture devices in Cultural Heritage are becoming widely available to consumer market, also due to comfortable interactive online dissemination and to the growth of VR segment. VR fruition through an HMD although, requires a virtual 3D representation to provide consistency in terms of experience, scale and spatial perception, overcoming limitations of standard approaches in orientation+positional HMD tracking model. However, modeling of 3D scenes and especially optimization of acquired dataset, are often time-consuming tasks: these are further stressed when dealing with latency-free demands of latest HMDs. In this paper, we propose a novel framework for panoramic acquisition and an improved data model for VR dissemination: spherical panoramas, omnidirectional depth-maps and semantic annotations are encoded into a compact, coherent representation that suits modern HMD needs and low-cost VR devices. We describe advantages of our approach in terms of acquisition pipeline, presence and depth perception in HMDs fruition, discussing also visualization efficiency in online contexts. We present a few case studies where we applied the methodology and the workflow we adopted, comparing results. We discuss integration of existing desktop toolkits into the pipeline, dissemination capabilities through recent WebVR API and framework advantages for immersive VR panoramic video streaming.
{"title":"A Framework for Compact and Improved Panoramic VR Dissemination","authors":"B. Fanini, E. d’Annibale","doi":"10.2312/gch.20161380","DOIUrl":"https://doi.org/10.2312/gch.20161380","url":null,"abstract":"Panoramic capture devices in Cultural Heritage are becoming widely available to consumer market, also due to comfortable interactive online dissemination and to the growth of VR segment. VR fruition through an HMD although, requires a virtual 3D representation to provide consistency in terms of experience, scale and spatial perception, overcoming limitations of standard approaches in orientation+positional HMD tracking model. However, modeling of 3D scenes and especially optimization of acquired dataset, are often time-consuming tasks: these are further stressed when dealing with latency-free demands of latest HMDs. In this paper, we propose a novel framework for panoramic acquisition and an improved data model for VR dissemination: spherical panoramas, omnidirectional depth-maps and semantic annotations are encoded into a compact, coherent representation that suits modern HMD needs and low-cost VR devices. We describe advantages of our approach in terms of acquisition pipeline, presence and depth perception in HMDs fruition, discussing also visualization efficiency in online contexts. We present a few case studies where we applied the methodology and the workflow we adopted, comparing results. We discuss integration of existing desktop toolkits into the pipeline, dissemination capabilities through recent WebVR API and framework advantages for immersive VR panoramic video streaming.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"2016 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127399249","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Studies of architectural heritage require tight control over spatial data. It is an prerequisite for the representation, analysis, conservation and structural restoration of architectural heritage. As regards the morphology of architectural works, the challenge is to move from 3D survey raw data to semantic 3D models. The objective of our project is to develop and experiment a process for the treatment of point clouds in order to create a computational model dedicated to mechanic behavior analysis. Thus, the modeling and semantic structuring is achieved through a knowledge-based approach. Semantic dimension and topological constraints are identified and explicated through the creation of a knowledge model of masonry works. This knowledge is used to implement a set of tools for the reverse engineering of digitized masonry structures.
{"title":"Semantic Structuring and 3D Modeling of Masonry Structure","authors":"K. Jacquot, L. Luca","doi":"10.2312/gch.20161400","DOIUrl":"https://doi.org/10.2312/gch.20161400","url":null,"abstract":"Studies of architectural heritage require tight control over spatial data. It is an prerequisite for the representation, analysis, conservation and structural restoration of architectural heritage. As regards the morphology of architectural works, the challenge is to move from 3D survey raw data to semantic 3D models. The objective of our project is to develop and experiment a process for the treatment of point clouds in order to create a computational model dedicated to mechanic behavior analysis. Thus, the modeling and semantic structuring is achieved through a knowledge-based approach. Semantic dimension and topological constraints are identified and explicated through the creation of a knowledge model of masonry works. This knowledge is used to implement a set of tools for the reverse engineering of digitized masonry structures.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131552666","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. Antal, E. Bota, C. Ciongradi, E. d’Annibale, E. Demetrescu, C. Dima, B. Fanini, D. Ferdani
This paper presents the first installation produced with the data collected on the ancient roman city of Colonia Dacica Sarmizegetusa: it can be considered a concrete example of a full workflow, from photogrammetric 3D acquisition to gaming experience, able to contribute to the community of experts in the domain of virtual museum. The visualization of enormous archaeological contexts like a whole ancient city has been a test bed to develop tools and methodologies in order to create and maintain accurate and fully real-time enabled 3D models. In the temporary exhibition, open until 30 September 2016, a multimedia installation based on "natural interaction" solutions was set up: thanks to Kinect and Leap-Motion sensors visitors can interact with virtual environments and objects, using gestures to experience a more engaging and intuitive experience.
{"title":"A Complete Workflow From the Data Collection on the Field to the Deployment of a Virtual Museum: the Case of Virtual Sarmizegetusa","authors":"A. Antal, E. Bota, C. Ciongradi, E. d’Annibale, E. Demetrescu, C. Dima, B. Fanini, D. Ferdani","doi":"10.2312/gch.20161386","DOIUrl":"https://doi.org/10.2312/gch.20161386","url":null,"abstract":"This paper presents the first installation produced with the data collected on the ancient roman city of Colonia Dacica Sarmizegetusa: it can be considered a concrete example of a full workflow, from photogrammetric 3D acquisition to gaming experience, able to contribute to the community of experts in the domain of virtual museum. The visualization of enormous archaeological contexts like a whole ancient city has been a test bed to develop tools and methodologies in order to create and maintain accurate and fully real-time enabled 3D models. In the temporary exhibition, open until 30 September 2016, a multimedia installation based on \"natural interaction\" solutions was set up: thanks to Kinect and Leap-Motion sensors visitors can interact with virtual environments and objects, using gestures to experience a more engaging and intuitive experience.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116533562","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A method is proposed to identify and localize semantic features like anatomical characteristics or decorations on digital artefacts or fragments, even if the features are partially damaged or incomplete. This technique is based on a novel generalization of the Hough transform. Its major advantages are the relative robustness to noise and the recognition power also in the case of partial features. Our experiments on digital models of real artefacts show the potential of the method, which can work on both 3D meshes and point clouds.
{"title":"Feature Identification in Archaeological Fragments Using Families of Algebraic Curves","authors":"M. Torrente, S. Biasotti, B. Falcidieno","doi":"10.2312/gch.20161389","DOIUrl":"https://doi.org/10.2312/gch.20161389","url":null,"abstract":"A method is proposed to identify and localize semantic features like anatomical characteristics or decorations on digital artefacts or fragments, even if the features are partially damaged or incomplete. This technique is based on a novel generalization of the Hough transform. Its major advantages are the relative robustness to noise and the recognition power also in the case of partial features. Our experiments on digital models of real artefacts show the potential of the method, which can work on both 3D meshes and point clouds.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"47 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134191174","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The aim of this work is to generate a spatial-consistent UV maps of a 3D object's texture suitable for 2D image processing algorithms. An approach to produce such a fully spatially consistent UV mapping suitable for image processing based on the planar parameterisation of the mesh is presented. The mesh of a 3D model is parametrised onto a unit square 2D plane using computational conformal geometry techniques. The proposed method is genus independent, due to an iterative 3D mesh cutting procedure. The selection of the initial seed vertex for the mesh-cut is not essential for the parameterisation of the geometry, however it affects heavily the appearance of the obtained texture map. In this work we attempt to determine such a seed vertex, in order the UV map to be suitable for image processing. Having the texture of a 3D model depicted on a spatially continuous two dimensional structure enables us to efficiently apply well known image processing based techniques and algorithms. Our method is applied on a 3D digital replica of an ancient Greek Lekythos vessel.
{"title":"3D Object Spatial- consistent Texture Maps Appropriate for 2D Image Processing","authors":"G. Ioannakis, A. Koutsoudis, C. Chamzas","doi":"10.2312/gch.20161411","DOIUrl":"https://doi.org/10.2312/gch.20161411","url":null,"abstract":"The aim of this work is to generate a spatial-consistent UV maps of a 3D object's texture suitable for 2D image processing algorithms. An approach to produce such a fully spatially consistent UV mapping suitable for image processing based on the planar parameterisation of the mesh is presented. The mesh of a 3D model is parametrised onto a unit square 2D plane using computational conformal geometry techniques. The proposed method is genus independent, due to an iterative 3D mesh cutting procedure. The selection of the initial seed vertex for the mesh-cut is not essential for the parameterisation of the geometry, however it affects heavily the appearance of the obtained texture map. In this work we attempt to determine such a seed vertex, in order the UV map to be suitable for image processing. Having the texture of a 3D model depicted on a spatially continuous two dimensional structure enables us to efficiently apply well known image processing based techniques and algorithms. Our method is applied on a 3D digital replica of an ancient Greek Lekythos vessel.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"431 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114841371","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Y. Yasumuro, Ryosuke Matsushita, Tokihisa Higo, H. Suita
We have been developing a web-based 3D archiving system for supporting the diverse specialties and nationalities needed for carrying out the survey and restoration work of the archaeological project at the Mastaba of Idout in Saqqara, Egypt. Our 3D archiving system is designed for the spontaneous updating, accumulating, and sharing of information on findings in order to better enable frequent discussions, through a 3D virtual copy of the field site that a user can visit, explore, and embed information into, over the Internet. This paper proposes an AR (augmented reality) interface for on-site use to enhance access from mobile devices at the actual site to the archiving system. We utilize SFM (structure from motion) to organize the photos and their shooting viewpoints in 3D space. Then solving the Perspective-n-Point (PnP) problem, a photo taken at the site can be stably matched to the pre-registered photo sets in the archiving system and the archived information is automatically overlaid on the photo with precise perspective, just in the same manner as exploring the virtual version of the site on desktop PCs. This paper shows effective AR representation performance with millimeters precisions of the AR representation at the on-going project site, as well as the implementation details.
我们一直在开发一个基于网络的3D存档系统,以支持在埃及萨卡拉的伊图特马斯塔巴考古项目中进行调查和修复工作所需的不同专业和国籍。我们的3D存档系统是为自发更新、积累和分享发现的信息而设计的,以便更好地进行频繁的讨论,通过用户可以在互联网上访问、探索和嵌入信息的实地网站的3D虚拟副本。本文提出了一种现场使用的AR(增强现实)接口,以增强实际现场移动设备对归档系统的访问。我们利用SFM (structure from motion)在3D空间中组织照片及其拍摄视角。然后,通过解决PnP问题,将在现场拍摄的照片与存档系统中预先注册的照片集稳定匹配,并将存档信息自动覆盖在具有精确视角的照片上,就像在台式电脑上探索虚拟版本的站点一样。本文展示了在正在进行的项目现场使用毫米精度的AR表示的有效AR表示性能,以及实现细节。
{"title":"On-site AR Interface based on Web-based 3D Database for Cultural Heritage in Egypt","authors":"Y. Yasumuro, Ryosuke Matsushita, Tokihisa Higo, H. Suita","doi":"10.2312/gch.20161403","DOIUrl":"https://doi.org/10.2312/gch.20161403","url":null,"abstract":"We have been developing a web-based 3D archiving system for supporting the diverse specialties and nationalities needed for carrying out the survey and restoration work of the archaeological project at the Mastaba of Idout in Saqqara, Egypt. Our 3D archiving system is designed for the spontaneous updating, accumulating, and sharing of information on findings in order to better enable frequent discussions, through a 3D virtual copy of the field site that a user can visit, explore, and embed information into, over the Internet. This paper proposes an AR (augmented reality) interface for on-site use to enhance access from mobile devices at the actual site to the archiving system. We utilize SFM (structure from motion) to organize the photos and their shooting viewpoints in 3D space. Then solving the Perspective-n-Point (PnP) problem, a photo taken at the site can be stably matched to the pre-registered photo sets in the archiving system and the archived information is automatically overlaid on the photo with precise perspective, just in the same manner as exploring the virtual version of the site on desktop PCs. This paper shows effective AR representation performance with millimeters precisions of the AR representation at the on-going project site, as well as the implementation details.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"24 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114038814","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The paper describes, frames and analyses the exhibit Leonardo Plays Leonardo. Milan. Life. Nature. at Fondazione Stelline in Milan. This gesture-based interactive installation, located in the cloister of Palazzo delle Stelline, show-cases Leonardo da Vinci and his Milanese years. The project is based on the idea of digital encounter and allows visitors to meet a real size simulated hologram of the Renaissance Master who tells several short stories about his life, his years in Milan and his relationship with nature. The article frames the projects in the context of digital encounters in CH field and embodied interaction systems, describes how the system was realized and presents preliminary data about the usage.
本文对“达芬奇扮演达芬奇”展览进行了描述、框架和分析。米兰。的生活。大自然。在米兰的斯泰林基金会。这个基于手势的互动装置,位于Palazzo delle Stelline的回廊,展示了莱昂纳多·达·芬奇和他在米兰的岁月。该项目基于数字相遇的理念,让游客可以看到文艺复兴时期大师的真实大小的模拟全息图,他讲述了几个关于他的生活、他在米兰的岁月以及他与自然的关系的小故事。文章在CH领域的数字接触和具体的交互系统的背景下构建了项目,描述了系统是如何实现的,并提供了有关使用的初步数据。
{"title":"Vis-à-vis with Leonardo. Designing Digital Encounters","authors":"M. Ceconello, Davide Spallazzo","doi":"10.2312/gch.20161401","DOIUrl":"https://doi.org/10.2312/gch.20161401","url":null,"abstract":"The paper describes, frames and analyses the exhibit Leonardo Plays Leonardo. Milan. Life. Nature. at Fondazione Stelline in Milan. This gesture-based interactive installation, located in the cloister of Palazzo delle Stelline, show-cases Leonardo da Vinci and his Milanese years. The project is based on the idea of digital encounter and allows visitors to meet a real size simulated hologram of the Renaissance Master who tells several short stories about his life, his years in Milan and his relationship with nature. The article frames the projects in the context of digital encounters in CH field and embodied interaction systems, describes how the system was realized and presents preliminary data about the usage.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127845097","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}