This paper investigates the creation of historic scenes through engagement with community archaeology and historical investigation. The approach presented here enables both tangible and intangible culture to be explored through the proxy of an avatar controlled by a user. This gives rise to an engaging and interactive experience. Through utilising and developing a flexible open source software infrastructure the historic scenes may be deployed in a range of of scenarios: over the Internet, in mobile multi user exhibitions suitable for public events, as an immersive museum installation and through on site cross reality exploration. The use of commodity hardware, open source and open standards underpins a collaborative creative process that enables the deployment of installations which articulate interpretations relevant to the locality. This in turn encourages a sense of ownership and dynamic engagement with cultural heritage. A measurement study of the quality of experience delivered by virtual world systems reveals the client as the critical system component. System performance and the quality of presentation measurements provide system insights which enable user experience to be improved.
{"title":"Measurement of Immersive Technology for Historic Scenes","authors":"John McCaffery, Alan Miller, Iain Oliver","doi":"10.2312/gch.20141309","DOIUrl":"https://doi.org/10.2312/gch.20141309","url":null,"abstract":"This paper investigates the creation of historic scenes through engagement with community archaeology and historical investigation. The approach presented here enables both tangible and intangible culture to be explored through the proxy of an avatar controlled by a user. This gives rise to an engaging and interactive experience. Through utilising and developing a flexible open source software infrastructure the historic scenes may be deployed in a range of of scenarios: over the Internet, in mobile multi user exhibitions suitable for public events, as an immersive museum installation and through on site cross reality exploration. \u0000 \u0000The use of commodity hardware, open source and open standards underpins a collaborative creative process that enables the deployment of installations which articulate interpretations relevant to the locality. This in turn encourages a sense of ownership and dynamic engagement with cultural heritage. \u0000 \u0000A measurement study of the quality of experience delivered by virtual world systems reveals the client as the critical system component. System performance and the quality of presentation measurements provide system insights which enable user experience to be improved.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130210267","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}
Pedro Santos, M. Ritz, R. Tausch, H. Schmedt, Rafael Monroy, A. D. Stefano, Oliver Posniak, C. Fuhrmann, D. Fellner
Acquisition of 3D geometry, texture and optical material properties of real objects still consumes a considerable amount of time, and forces humans to dedicate their full attention to this process. We propose CultLab3D, an automatic modular 3D digitization pipeline, aiming for efficient mass digitization of 3D geometry, texture, and optical material properties. CultLab3D requires minimal human intervention and reduces processing time to a fraction of today's efforts for manual digitization. The final step in our digitization workflow involves the integration of the digital object into enduring 3D Cultural Heritage Collections together with the available semantic information related to the object. In addition, a software tool facilitates virtual, location-independent analysis and publication of the virtual surrogates of the objects, and encourages collaboration between scientists all around the world. The pipeline is designed in a modular fashion and allows for further extensions to incorporate newer technologies. For instance, by switching scanning heads, it is possible to acquire coarser or more refined 3D geometry.
{"title":"CultLab3D - On the Verge of 3D Mass Digitization","authors":"Pedro Santos, M. Ritz, R. Tausch, H. Schmedt, Rafael Monroy, A. D. Stefano, Oliver Posniak, C. Fuhrmann, D. Fellner","doi":"10.2312/gch.20141305","DOIUrl":"https://doi.org/10.2312/gch.20141305","url":null,"abstract":"Acquisition of 3D geometry, texture and optical material properties of real objects still consumes a considerable amount of time, and forces humans to dedicate their full attention to this process. We propose CultLab3D, an automatic modular 3D digitization pipeline, aiming for efficient mass digitization of 3D geometry, texture, and optical material properties. CultLab3D requires minimal human intervention and reduces processing time to a fraction of today's efforts for manual digitization. The final step in our digitization workflow involves the integration of the digital object into enduring 3D Cultural Heritage Collections together with the available semantic information related to the object. In addition, a software tool facilitates virtual, location-independent analysis and publication of the virtual surrogates of the objects, and encourages collaboration between scientists all around the world. The pipeline is designed in a modular fashion and allows for further extensions to incorporate newer technologies. For instance, by switching scanning heads, it is possible to acquire coarser or more refined 3D geometry.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"235 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121531142","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}
Roberto Scopigno, Paolo Cignoni, N. Pietroni, M. Callieri, M. Dellepiane
Digital Fabrication technologies exploit a variety of basic technologies to create tangible reproductions of 3D digital models. Even though current 3D printing pipelines still suffer of several restrictions, the reproduction accuracy has gradually reached an excellent level. Thanks to this advancement, the interests of manufacturing industry with respect to 3D printing techniques has significantly grown during the last decade. However, digital fabrication techniques have been demonstrated to be effective also in other contexts, such as medical applications and Cultural Heritage (CH). The goal of this survey paper is to introduce briefly the different fabrication technologies, to discuss some successful utilization of 3D printing in the CH domain and, finally, to review the work done so far to extend fabrication technology capabilities to cope with the specific issues that characterize the usage of digital fabrication in the CH domain.
{"title":"Digital Fabrication Technologies for Cultural Heritage (STAR)","authors":"Roberto Scopigno, Paolo Cignoni, N. Pietroni, M. Callieri, M. Dellepiane","doi":"10.2312/gch.20141306","DOIUrl":"https://doi.org/10.2312/gch.20141306","url":null,"abstract":"Digital Fabrication technologies exploit a variety of basic technologies to create tangible reproductions of 3D digital models. Even though current 3D printing pipelines still suffer of several restrictions, the reproduction accuracy has gradually reached an excellent level. Thanks to this advancement, the interests of manufacturing industry with respect to 3D printing techniques has significantly grown during the last decade. However, digital fabrication techniques have been demonstrated to be effective also in other contexts, such as medical applications and Cultural Heritage (CH). The goal of this survey paper is to introduce briefly the different fabrication technologies, to discuss some successful utilization of 3D printing in the CH domain and, finally, to review the work done so far to extend fabrication technology capabilities to cope with the specific issues that characterize the usage of digital fabrication in the CH domain.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"110 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114257194","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}
Motion capture techniques are becoming a popular method for digitizing folk dances for preservation and dissemination. Although technically the captured data can be of very high quality, folk dancing, in contrast to choreographed performances, allow for stylistic variations and improvisations that cannot be easily captured by the data themselves. The majority of motion analysis and comparison algorithms are explicitly based on quantitative metrics and thus do not usually provide any insight on style qualities of a performance. In this work, we introduce a motion analysis and comparison framework that is based on Laban Movement Analysis (LMA); these algorithms are particularly useful in the context of teaching folk dances. We present a prototype virtual reality simulator in which users can preview segments of folk dance performed by a 3D avatar and repeat them. The users' performances are captured and subsequently compared to the folk dance template motions. The system then provides intuitive feedback about their performance, which is based on the four LMA components (Body, Effort, Shape, Space) and provides both a quantitative and qualitative evaluation of the performance.
{"title":"Motion Analysis for Folk Dance Evaluation","authors":"A. Aristidou, E. Stavrakis, Y. Chrysanthou","doi":"10.2312/gch.20141304","DOIUrl":"https://doi.org/10.2312/gch.20141304","url":null,"abstract":"Motion capture techniques are becoming a popular method for digitizing folk dances for preservation and dissemination. Although technically the captured data can be of very high quality, folk dancing, in contrast to choreographed performances, allow for stylistic variations and improvisations that cannot be easily captured by the data themselves. The majority of motion analysis and comparison algorithms are explicitly based on quantitative metrics and thus do not usually provide any insight on style qualities of a performance. In this work, we introduce a motion analysis and comparison framework that is based on Laban Movement Analysis (LMA); these algorithms are particularly useful in the context of teaching folk dances. We present a prototype virtual reality simulator in which users can preview segments of folk dance performed by a 3D avatar and repeat them. The users' performances are captured and subsequently compared to the folk dance template motions. The system then provides intuitive feedback about their performance, which is based on the four LMA components (Body, Effort, Shape, Space) and provides both a quantitative and qualitative evaluation of the performance.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115600379","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}
M. Zollhöfer, C. Siegl, Bert Riffelmacher, M. Vetter, B. Dreyer, M. Stamminger, F. Bauer
In this paper, we present an end-to-end pipeline for the online reconstruction of large-scale outdoor environments and tightly confined indoor spaces using a low-cost consumer-level hand-held RGB-D sensor. While scanning, the user sees a live view of the current reconstruction, allowing him to intervene immediately and to adapt the sensor path to the current scanning result. After a raw reconstruction has been acquired, we interactively warp the digital model to fit a geo-referenced map using a handle based deformation paradigm. Even large sites can be scanned within a few minutes, and no costly postprocessing is required. We developed our prototype in cooperation with researchers from the field of ancient history and geography and extensively tested the system under real world conditions on an archeological excavation in Metropolis, Ionia, Turkey. The quality of the acquired digitized raw 3D models is evaluated by comparing them to actual imagery and a geo-referenced map of the excavation site. Our reconstructions can be used to take virtual measurements that are often required in research and are the basis for a digital preservation of our cultural heritage. In addition, digital models are a helpful tool for teaching as well as for edutainment purposes making such information accessible to the general public.
{"title":"Low-Cost Real-Time 3D Reconstruction of Large-Scale Excavation Sites using an RGB-D Camera","authors":"M. Zollhöfer, C. Siegl, Bert Riffelmacher, M. Vetter, B. Dreyer, M. Stamminger, F. Bauer","doi":"10.2312/gch.20141298","DOIUrl":"https://doi.org/10.2312/gch.20141298","url":null,"abstract":"In this paper, we present an end-to-end pipeline for the online reconstruction of large-scale outdoor environments and tightly confined indoor spaces using a low-cost consumer-level hand-held RGB-D sensor. While scanning, the user sees a live view of the current reconstruction, allowing him to intervene immediately and to adapt the sensor path to the current scanning result. After a raw reconstruction has been acquired, we interactively warp the digital model to fit a geo-referenced map using a handle based deformation paradigm. Even large sites can be scanned within a few minutes, and no costly postprocessing is required. \u0000 \u0000We developed our prototype in cooperation with researchers from the field of ancient history and geography and extensively tested the system under real world conditions on an archeological excavation in Metropolis, Ionia, Turkey. The quality of the acquired digitized raw 3D models is evaluated by comparing them to actual imagery and a geo-referenced map of the excavation site. Our reconstructions can be used to take virtual measurements that are often required in research and are the basis for a digital preservation of our cultural heritage. In addition, digital models are a helpful tool for teaching as well as for edutainment purposes making such information accessible to the general public.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127986092","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}
Giuseppe Alemanno, Paolo Cignoni, N. Pietroni, F. Ponchio, Roberto Scopigno
We propose a technique to decompose a 3D digital shape into a set of interlocking pieces that are easy to be manufactured and assembled. The pieces are designed so that they can be represented as a simple height field and, therefore, they can be manufactured by common 3D printers without the usage of supporting material. The removal of the supporting material is often a burdensome task and may eventually damage the surface of the printed object. Our approach makes the final reproduction cheaper, accurate and suitable for the reproduction of tangible cultural heritages. Moreover, since the proposed technique decomposes the artwork in pieces, it also overcomes the working space limits of common printers. The decomposition of the input (high-resolution) triangular mesh is driven by a coarse polygonal base mesh (representing the target subdivision in pieces); the height fields defining each piece are generated by sampling distances along the normal of each face composing the base mesh. A innovative interlocking mechanism allows adjacent pieces to plug each other to compose the final shape. This interlocking mechanism is designed to preserve the height field property of the pieces and to provide a sufficient degree of grip to ensure the assembled structure shape to be compact and stable. We demonstrate the effectiveness of our approach and show its limitations with some practical reproduction examples.
{"title":"Interlocking Pieces for Printing Tangible Cultural Heritage Replicas","authors":"Giuseppe Alemanno, Paolo Cignoni, N. Pietroni, F. Ponchio, Roberto Scopigno","doi":"10.2312/gch.20141312","DOIUrl":"https://doi.org/10.2312/gch.20141312","url":null,"abstract":"We propose a technique to decompose a 3D digital shape into a set of interlocking pieces that are easy to be manufactured and assembled. The pieces are designed so that they can be represented as a simple height field and, therefore, they can be manufactured by common 3D printers without the usage of supporting material. The removal of the supporting material is often a burdensome task and may eventually damage the surface of the printed object. Our approach makes the final reproduction cheaper, accurate and suitable for the reproduction of tangible cultural heritages. Moreover, since the proposed technique decomposes the artwork in pieces, it also overcomes the working space limits of common printers. The decomposition of the input (high-resolution) triangular mesh is driven by a coarse polygonal base mesh (representing the target subdivision in pieces); the height fields defining each piece are generated by sampling distances along the normal of each face composing the base mesh. A innovative interlocking mechanism allows adjacent pieces to plug each other to compose the final shape. This interlocking mechanism is designed to preserve the height field property of the pieces and to provide a sufficient degree of grip to ensure the assembled structure shape to be compact and stable. We demonstrate the effectiveness of our approach and show its limitations with some practical reproduction examples.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"166 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113997482","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. Biasotti, A. Cerri, B. Falcidieno, M. Spagnuolo
Archaeological artefacts are often classified in homogeneous groups, with respect to their origin, use, age, etc., in terms of their physical traits, i.e., colour, material, design pattern, form, shape, size, style, surface texture, technology, thickness, and weight. In particular, when dealing with archaeological exhibits, a single trait is generally not enough for the classification of the artefact because most of the objects are affected by degradation or only partially preserved. In this contribution we propose a shape analysis and comparison pipeline, which combines geometry and texture to identify classes of homogeneous artefacts. The geometric description is based on a statistical technique to select properties that are mutually independent; the photometric information is handled according to a topological perspective, and complemented by the analysis of colour distribution. The outcome is a mixed description of each 3D artefact, which is used to derive a similarity measure between objects. The potential of our method is high since we can include any property representable as real- or vector-valued functions. Experimental results are exhibited to show the efficacy of the method in retrieval and classification tasks.
{"title":"Similarity Assessment for the Analysis of 3D Artefacts","authors":"S. Biasotti, A. Cerri, B. Falcidieno, M. Spagnuolo","doi":"10.2312/gch.20141313","DOIUrl":"https://doi.org/10.2312/gch.20141313","url":null,"abstract":"Archaeological artefacts are often classified in homogeneous groups, with respect to their origin, use, age, etc., in terms of their physical traits, i.e., colour, material, design pattern, form, shape, size, style, surface texture, technology, thickness, and weight. In particular, when dealing with archaeological exhibits, a single trait is generally not enough for the classification of the artefact because most of the objects are affected by degradation or only partially preserved. In this contribution we propose a shape analysis and comparison pipeline, which combines geometry and texture to identify classes of homogeneous artefacts. The geometric description is based on a statistical technique to select properties that are mutually independent; the photometric information is handled according to a topological perspective, and complemented by the analysis of colour distribution. The outcome is a mixed description of each 3D artefact, which is used to derive a similarity measure between objects. The potential of our method is high since we can include any property representable as real- or vector-valued functions. Experimental results are exhibited to show the efficacy of the method in retrieval and classification tasks.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128168069","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}
Historical and artistic handwritten books are valuable cultural heritage (CH) items, as they provide information about tangible and intangible cultural aspects from the past. Massive digitization projects have made these kind of data available to a world-wide population, and pose real challenges for automatic processing. In this scenario, document layout analysis plays a significant role, being a fundamental step of any document image understanding system. In this paper, we present a completely automatic algorithm to perform a robust text segmentation of old handwritten manuscripts on a per-book basis, and we show how to exploit this outcome to find two layout elements, i.e., text blocks and text lines. Our proposed technique have been evaluated on a large and heterogeneous corpus content, and our experimental results demonstrate that this approach is efficient and reliable, even when applied to very noisy and damaged books.
{"title":"A TaLISMAN: Automatic Text and LIne Segmentation of historical MANuscripts","authors":"R. Pintus, Ying Yang, E. Gobbetti, H. Rushmeier","doi":"10.2312/gch.20141302","DOIUrl":"https://doi.org/10.2312/gch.20141302","url":null,"abstract":"Historical and artistic handwritten books are valuable cultural heritage (CH) items, as they provide information about tangible and intangible cultural aspects from the past. Massive digitization projects have made these kind of data available to a world-wide population, and pose real challenges for automatic processing. In this scenario, document layout analysis plays a significant role, being a fundamental step of any document image understanding system. In this paper, we present a completely automatic algorithm to perform a robust text segmentation of old handwritten manuscripts on a per-book basis, and we show how to exploit this outcome to find two layout elements, i.e., text blocks and text lines. Our proposed technique have been evaluated on a large and heterogeneous corpus content, and our experimental results demonstrate that this approach is efficient and reliable, even when applied to very noisy and damaged books.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"175 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132200377","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}
R. Pintus, Kazim Pal, Ying Yang, T. Weyrich, E. Gobbetti, H. Rushmeier
We present a review of recent techniques for performing geometric analysis in cultural heritage applications, targeting the broad community of researchers and practitioners in cultural heritage computing. The problems considered include shape perception enhancement, restoration and preservation support, monitoring over time, object interpretation, and collection analysis. All of these problems typically rely on an understanding of the structure of the shapes in question at both a local and global level. In this survey, we discuss the different problem forms and review the main solution methods, aided by classification criteria based on the geometric scale at which the analysis is performed and the cardinality of the relationships among object parts exploited during the analysis. We finalize the report by discussing open problems and future perspectives.
{"title":"Geometric Analysis in Cultural Heritage","authors":"R. Pintus, Kazim Pal, Ying Yang, T. Weyrich, E. Gobbetti, H. Rushmeier","doi":"10.2312/gch.20141310","DOIUrl":"https://doi.org/10.2312/gch.20141310","url":null,"abstract":"We present a review of recent techniques for performing geometric analysis in cultural heritage applications, targeting the broad community of researchers and practitioners in cultural heritage computing. The problems considered include shape perception enhancement, restoration and preservation support, monitoring over time, object interpretation, and collection analysis. All of these problems typically rely on an understanding of the structure of the shapes in question at both a local and global level. In this survey, we discuss the different problem forms and review the main solution methods, aided by classification criteria based on the geometric scale at which the analysis is performed and the cardinality of the relationships among object parts exploited during the analysis. We finalize the report by discussing open problems and future perspectives.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"49 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131828525","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}
Denis Fisseler, F. Weichert, Gerfrid G. W. Müller, Michele Cammarosano
Philological research on ancient cuneiform texts with the goal of analyzing and reconstructing manuscripts from a large quantity of available unsorted tablet fragments is a time consuming task. As the number of tablet fragments and the number of signs on the fragments both exceed values which can be handled by means of conventional manual research methods in a reasonable amount of time, the use of computer aided research methods is an obvious choice. In this paper, we present a novel unified approach for integrating methods of computer graphics into the process of analyzing and joining cuneiform tablet fragments. We will cover a selection of essential research scenarios and identify aspects where those methods can be applied to enhance and extend traditional philological research processes or even help to access formerly unavailable layers of information. This is achieved by integrating methods for visualization, interactive 3D script feature extraction, script analysis, virtual fragment joining and intuitive measurement and annotation tools in our fast and easy to use software framework CuneiformAnalyser, designed for large data sets. Unlike other approaches, our solution integrates for the first time methods to support every aspect of the manuscript analysis and reconstruction process in a single system.
{"title":"Extending Philological Research with Methods of 3D Computer Graphics Applied to Analysis of Cultural Heritage","authors":"Denis Fisseler, F. Weichert, Gerfrid G. W. Müller, Michele Cammarosano","doi":"10.2312/gch.20141314","DOIUrl":"https://doi.org/10.2312/gch.20141314","url":null,"abstract":"Philological research on ancient cuneiform texts with the goal of analyzing and reconstructing manuscripts from a large quantity of available unsorted tablet fragments is a time consuming task. As the number of tablet fragments and the number of signs on the fragments both exceed values which can be handled by means of conventional manual research methods in a reasonable amount of time, the use of computer aided research methods is an obvious choice. In this paper, we present a novel unified approach for integrating methods of computer graphics into the process of analyzing and joining cuneiform tablet fragments. We will cover a selection of essential research scenarios and identify aspects where those methods can be applied to enhance and extend traditional philological research processes or even help to access formerly unavailable layers of information. This is achieved by integrating methods for visualization, interactive 3D script feature extraction, script analysis, virtual fragment joining and intuitive measurement and annotation tools in our fast and easy to use software framework CuneiformAnalyser, designed for large data sets. Unlike other approaches, our solution integrates for the first time methods to support every aspect of the manuscript analysis and reconstruction process in a single system.","PeriodicalId":203827,"journal":{"name":"Eurographics Workshop on Graphics and Cultural Heritage","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133664981","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}