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The portrait of King Sargon II: 3D scanning, filtering and computational imaging for semantic data extraction 国王萨尔贡二世的画像:用于语义数据提取的3D扫描、滤波和计算成像
Q1 Social Sciences Pub Date : 2026-03-01 Epub Date: 2025-11-27 DOI: 10.1016/j.daach.2025.e00484
Filippo Diara, Stefano de Martino
This research work, inscribed into the European Project ITSERR Italian Strengthening of ESFRI RI Resilience, is related to metric analyses from computational imaging and filtering of the 3D high resolution model of the portrait of King Sargon II. The limestone relief fragment (TO 10407, 89 cm in height and 52 in width), which portrays the Neo-Assyrian king (721-705 BC), is one of the masterpieces in the archaeological collection of Musei Reali in Torino. This relief comes from the ancient city of Dur-Šarrukin (Khorsabad) in northern Iraq that was founded by Sargon II and was his royal residence.
The fragment was 3D documented with Artec Space Spider structured-light scanner which has a point accuracy of 0.05 mm of and a 3D resolution 0.1 mm. This produced a detailed mesh that could be used for post-processing analysis to extract semantic data and comprehend details that were hardly apparent: in fact, this fragment is a part of a bigger relief decoration coming from the royal palace but it has been detached and partially brushed for masking damages and cutting imperfections. Computational imaging analyses (Deviation analyses, Multi-Scale Integral Invariant filter, virtual Reflectance Transformation Imaging) allowed non-invasive and precise metric investigations on decoration, unlocking new micrometric details useful for formulating updated hypotheses on decorative apparatus: thanks to these analyses, the lost decorations of the relief have been revealed and are now prominently displayed, then the original decorative apparatus have been reconstructed.
这项研究工作被列入欧洲ITSERR意大利加强ESFRI RI复原力项目,与计算成像和萨尔贡二世国王肖像3D高分辨率模型滤波的度量分析有关。石灰石浮雕碎片(TO 10407,高89厘米,宽52厘米)描绘了新亚述国王(公元前721-705),是都灵Reali博物馆考古收藏的杰作之一。这个浮雕来自伊拉克北部的古城durr -Šarrukin (Khorsabad),由萨尔贡二世建立,是他的皇家住所。使用Artec Space Spider结构光扫描仪对碎片进行3D记录,该扫描仪的点精度为0.05 mm, 3D分辨率为0.1 mm。这产生了一个详细的网格,可以用于后处理分析,以提取语义数据,并理解几乎不明显的细节:事实上,这个碎片是来自皇宫的一个更大的浮雕装饰的一部分,但它已被分离并部分刷过,以掩盖损坏和切割缺陷。计算成像分析(偏差分析,多尺度积分不变滤波器,虚拟反射变换成像)允许对装饰进行非侵入性和精确的度量调查,揭示新的微观细节,这些细节有助于制定关于装饰设备的最新假设:由于这些分析,浮雕中丢失的装饰已经被揭示出来,现在被突出地展示出来,然后原始的装饰设备已经重建。
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引用次数: 0
Localised decorrelation stretch (L-DCS) for improved visibility of large, dense rock art scenes 局部去相关拉伸(L-DCS),用于提高大型、密集岩石艺术场景的可视性
Q1 Social Sciences Pub Date : 2026-03-01 Epub Date: 2026-02-23 DOI: 10.1016/j.daach.2026.e00522
Benedict Dyson, Andrea Jalandoni, Paul S.C. Taçon
DStretch® is widely known within the study of rock art and is used across the field of archaeology to enhance the visibility of faded or difficult to see motifs. DStretch calculates enhancements based on all RGB values in an image and so often struggles to decorrelate local areas with high correlation, particularly if there is a wide distribution of RGB values such as in dense rock art scenes, orthomosaics, or 3D model textures. Local decorrelation stretch (L-DCS) automatically separates an image into overlapping windows, performing decorrelated stretching on each, and merging them back into a single image. The results retained greater fine details in motifs and improved significantly the visibility of “hidden” motifs in densely painted areas when compared to DStretch. The flexibility afforded by our approach and the consistency of results in different scenarios make L-DCS a robust approach for automated DCS on larger datasets without manual intervention.
DStretch®在岩石艺术研究中广为人知,并在考古领域广泛使用,以增强褪色或难以看到的图案的可见性。DStretch计算基于图像中所有RGB值的增强,因此经常难以去关联具有高相关性的局部区域,特别是在RGB值分布广泛的情况下,例如在密集的岩石艺术场景,正视或3D模型纹理中。局部去相关拉伸(L-DCS)自动将图像分离为重叠的窗口,对每个窗口执行去相关拉伸,并将它们合并回单个图像。与DStretch相比,结果保留了更多的图案细节,并显着提高了密集绘制区域中“隐藏”图案的可见性。我们的方法提供的灵活性和不同场景下结果的一致性使L-DCS成为无需人工干预的大型数据集上的自动化DCS的健壮方法。
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引用次数: 0
Multidisciplinary approaches and digital technologies in the study of Early Christian architecture: The Sacellum of SS. Teuteria and Tosca in Verona (mid 5th-early 6th century) 早期基督教建筑研究中的多学科方法和数字技术:维罗纳SS. Teuteria和Tosca的Sacellum(5世纪中期至6世纪初)
Q1 Social Sciences Pub Date : 2026-03-01 Epub Date: 2026-02-28 DOI: 10.1016/j.daach.2026.e00521
Angelo Passuello , Pietro Becherini , Stefano Bertocci , Francesco Salvestrini
This study presents a multidisciplinary investigation into the Sacellum of SS. Teuteria and Tosca in Verona, an early Christian chapel dated between the mid-5th and early 6th centuries. Conducted as part of the CaMeRoofs project under the HORIZON-MSCA framework (2024-2026), the research aims to reconstruct the architectural evolution and historical context of this unique monument through the integration of archaeological, architectural, and digital methodologies. The project builds upon a two-year preliminary study at the University of Florence (2021-2023) and employs state-of-the-art digital technologies to produce unprecedented documentation.
Digital survey campaigns utilized Terrestrial Laser Scanning (TLS), UAV-based and ground-based photogrammetry (Structure from Motion), and 3D modeling, resulting in high-resolution point clouds and colour-mapped models. These technologies enabled accurate geometric documentation and virtual navigation, as well as detailed stratigraphic, morphological, and material analyses. The integration of archival research and structural diagnostics supported a revised phasing of the monument, revealing both early Christian features – such as opus spicatum masonry, cruciform layout, and lantern vault – and Romanesque additions from the second half of the 12th century.
Unpublished findings include a reevaluation of the Sacellum's original architecture, challenging prior assumptions by demonstrating its alignment with free Greek cross plans similar to the Mausoleum of Galla Placidia in Ravenna, rather than the inscribed Greek cross typology. This study underscores the critical value of digital survey tools for conservation and heritage enhancement and contributes new data to the fields of early Christian archaeology and architectural history.
本研究对维罗纳SS. Teuteria和Tosca的Sacellum进行了多学科调查,这是一座建于5世纪中期至6世纪初的早期基督教教堂。作为HORIZON-MSCA框架(2024-2026)下camerofs项目的一部分,该研究旨在通过考古、建筑和数字方法的整合,重建这座独特纪念碑的建筑演变和历史背景。该项目建立在佛罗伦萨大学(2021-2023)为期两年的初步研究基础上,并采用最先进的数字技术来制作前所未有的文件。数字调查活动利用了地面激光扫描(TLS)、基于无人机和基于地面的摄影测量(运动结构)以及3D建模,产生了高分辨率的点云和彩色映射模型。这些技术实现了精确的几何记录和虚拟导航,以及详细的地层、形态和材料分析。档案研究和结构诊断的整合支持了纪念碑的修订阶段,揭示了早期的基督教特征-如尖头石砌,十字形布局和灯笼拱顶-以及12世纪下半叶的罗马式添加。未发表的发现包括对Sacellum原始建筑的重新评估,通过证明其与类似于拉文纳的Galla Placidia陵墓的自由希腊十字架计划的一致性,而不是雕刻的希腊十字架类型学,挑战了先前的假设。这项研究强调了数字调查工具对保护和遗产增强的重要价值,并为早期基督教考古学和建筑史领域提供了新的数据。
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引用次数: 0
An evolving scenario in the study of illuminated manuscripts: innovative approaches to research questions 在照明手稿的研究一个不断发展的场景:创新的方法来研究问题
Q1 Social Sciences Pub Date : 2026-03-01 Epub Date: 2026-01-09 DOI: 10.1016/j.daach.2026.e00496
Alessandra Chirivì, Eva Pietroni, Matteo Greco, Andrea Pandurino, Alberto Bucciero
The paper provides an overview of the innovative digital services and tools implemented within three research projects aimed at increasing knowledge and promoting the enhancement of illuminated manuscripts: Codex 4D, DataSpace-ISPC and Illuminated Manuscripts Hub. These very fragile and complex artifacts are contemplated in their dual role as physical objects and carriers of symbolic content. They are investigated and presented in their multiple tangible and intangible elements (codicological, palaeographic, art historical, material, etc.). Despite the peculiarities of the different actions, we propose an innovative multidisciplinary approach to the construction of cultural ecosystems and virtual representations able to integrate several information levels and making them accessible to both the research community and the general public in interactive virtual and mixed reality environments. To connect these various digital resources, the use of a knowledge graph governed by a semantic reference model was tested. The data visualisation approach employed a multimodal strategy using interoperable frameworks. Beginning with semantic representation, the method enables multidimensional information exploration through a knowledge graph, 2D visualisation systems using the IIIF standard, and interactive 3D environments powered by ATON. Each application provides specific tools for managing data entry and curation activities.
本文概述了在三个研究项目中实施的创新数字服务和工具,这些项目旨在增加知识和促进彩绘手稿的增强:Codex 4D, DataSpace-ISPC和彩绘手稿中心。这些非常脆弱和复杂的人工制品被视为物理对象和符号内容载体的双重角色。他们被调查并呈现在他们的多种有形和无形的元素(法典,古生物学,艺术史,材料等)。尽管不同行为的特殊性,我们提出了一种创新的多学科方法来构建文化生态系统和虚拟表征,能够整合多个信息层次,并使其在交互式虚拟和混合现实环境中可供研究界和公众访问。为了连接这些不同的数字资源,测试了使用由语义参考模型控制的知识图。数据可视化方法采用了使用互操作框架的多模式策略。从语义表示开始,该方法通过知识图谱、使用IIIF标准的2D可视化系统和由ATON驱动的交互式3D环境实现多维信息探索。每个应用程序都提供了管理数据输入和管理活动的特定工具。
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引用次数: 0
Application of the RTI (Reflectance Transformation Imaging) technique on coins from Tel Dor, Israel: some considerations RTI(反射变换成像)技术在以色列Tel Dor硬币上的应用:一些考虑
Q1 Social Sciences Pub Date : 2026-03-01 Epub Date: 2026-01-06 DOI: 10.1016/j.daach.2026.e00495
Vagner Porto , Maria Cristina Kormikiari , Tamar Hodos , Juliana Hora , Guilherme Rodrigues , Jessica Mendes , Cleberson Moura , Ana Rigolon , Carlos Sousa
This paper presents the initial phase of the project Cultural Contacts in Judaea-Palaestina During the Roman Period. The study focuses on Roman-period numismatic resources discovered in Area G of the Tel Dor archaeological site in Israel. The aim was to catalog these items using photographic techniques to aid in their identification, as many exhibited wear and/or oxidation due to their place of origin. The methods applied included axial photography and Reflectance Transformation Imaging (RTI), conducted by two research teams—one on-site and another working remotely. These approaches made it possible to accurately reclassify coins and identify previously unclassified ones, demonstrating the positive contribution of these tools to material culture research.
本文介绍了“罗马时期犹太-巴勒斯坦文化接触”项目的初始阶段。这项研究的重点是在以色列Tel Dor考古遗址的G区发现的罗马时期的钱币资源。目的是使用摄影技术对这些物品进行分类,以帮助识别它们,因为许多物品由于其原产地而磨损和/或氧化。所采用的方法包括轴向摄影和反射变换成像(RTI),由两个研究小组进行,一个在现场,另一个在远程工作。这些方法使得准确地重新分类硬币和识别以前未分类的硬币成为可能,证明了这些工具对物质文化研究的积极贡献。
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引用次数: 0
Designing culturally-informed activities for interactive learning in Southeast Asia: A pilot study 为东南亚的互动式学习设计文化信息活动:一项试点研究
Q1 Social Sciences Pub Date : 2026-03-01 Epub Date: 2026-01-27 DOI: 10.1016/j.daach.2026.e00504
V. Sithira Vadivel , Insu Song , Abhishek Bhati
Southeast Asia (SEA) countries, including Singapore, Malaysia, Vietnam, Brunei, Indonesia, Philippines, and Thailand, have explored the use of Information Communication Tools (ICT) in schools to provide quality and accessible education. ICT plays a vital role in SEA for education: schools now heavily rely on mobile and internet technologies in and out of the classroom. However, the adoption of ICT in SEA could have been faster, especially in countries surrounding Singapore, and this would have led to a more efficient and effective use of ICT with better learning outcomes and better learning experiences for students. Despite government initiatives to promote the use of ICT in schools, a previous comprehensive survey of ICT uses in Southeast Asia showed that the uptake of e-learning technology in SEA countries was less than optimal, and teachers and students have shown significant resistance to using ICT. SEA cultural values and practices are believed to be factors in this response. The authors have developed and proposed new cultural metaphors to improve the suitability of ICT design for SEA. A survey of key cultural metaphors dating back 5000 years of history has allowed new symbiotic metaphors to be discovered. Drawing on a pilot study conducted in Brunei and Indonesia (n = 133; n = 76), we examine how a culturally embedded digital game—based on the traditional gasing activity—affects students’ learning experiences and outcomes. The findings suggest that cultural metaphors may foster emotional resonance and engagement, although further controlled studies are needed to establish causal relationships.
包括新加坡、马来西亚、越南、文莱、印度尼西亚、菲律宾和泰国在内的东南亚国家已经探索了在学校中使用信息通信工具(ICT)来提供高质量和可获取的教育。信息通信技术在教育SEA中发挥着至关重要的作用:学校现在在课堂内外严重依赖移动和互联网技术。然而,东南亚地区采用信息通信技术的速度本可以更快,特别是在新加坡周边国家,这将导致更高效和有效地使用信息通信技术,为学生带来更好的学习成果和更好的学习体验。尽管政府采取了促进学校使用信息通信技术的举措,但之前对东南亚信息通信技术使用情况的全面调查显示,东南亚国家对电子学习技术的接受程度并不理想,教师和学生对使用信息通信技术表现出明显的抵制。SEA的文化价值和习俗被认为是造成这种反应的因素。作者开发并提出了新的文化隐喻,以提高信息通信技术设计对SEA的适用性。对5000年历史上的主要文化隐喻的调查使得新的共生隐喻得以发现。根据在文莱和印度尼西亚进行的一项试点研究(n = 133; n = 76),我们研究了基于传统气体活动的文化嵌入式数字游戏如何影响学生的学习体验和结果。研究结果表明,文化隐喻可能会促进情感共鸣和参与,尽管需要进一步的对照研究来建立因果关系。
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引用次数: 0
Geometric reconstruction of ribbed domes covering the Ishrat-Khana Mausoleum in Samarkand 覆盖撒马尔罕伊斯拉特-卡纳陵墓的肋形圆顶的几何重建
Q1 Social Sciences Pub Date : 2026-03-01 Epub Date: 2026-01-12 DOI: 10.1016/j.daach.2026.e00494
Muhammed Emin Akyürek
Ishrat-Khana Mausoleum in Samarkand, a Timurid artifact, represents a significant example of the 15th century with its ribbed domes, opening a new era in the region's architecture. However, it was surveyed only once by hand drawing and has been standing in ruins due to its geometric complexity. Subsequent restoration attempts, on the other hand, contain serious faults. This study is about the geometric reconstruction of Ishrat-Khana's superstructure to contribute to possible restorations. The study offers one of the first comprehensive studies on ribbed domes in Transoxania, filling a significant gap in the literature. The geometry of the ribbed domes has been analyzed according to some design parameters inspired by historical drawings. The analyses revealed that restorations in the central hall and the masjid contain methodical errors, while the restitution drawings are also incorrect for the southern hall and the basement. As a result, a specific formulation for drawing a potential comprehensive restoration has been proposed.
撒马尔罕的伊斯拉特-卡纳陵墓(Ishrat-Khana Mausoleum)是帖木儿人的一件文物,它的肋形穹顶代表了15世纪的重要典范,开启了该地区建筑的新时代。然而,由于它的几何复杂性,它只被手工绘制过一次,并且一直站在废墟中。另一方面,随后的恢复尝试包含严重的故障。这项研究是关于伊斯拉特-卡纳上层建筑的几何重建,以有助于可能的修复。这项研究提供了对Transoxania的肋形圆顶的第一个全面研究之一,填补了文献中的一个重要空白。根据受历史图纸启发的一些设计参数,对肋形穹顶的几何形状进行了分析。分析显示,中央大厅和清真寺的修复存在方法上的错误,而南大厅和地下室的修复图纸也不正确。因此,提出了绘制潜在综合修复的具体公式。
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引用次数: 0
Gamifying cultural heritage: A comparative study of handheld and wearable MR technologies 游戏化文化遗产:手持式和可穿戴式磁共振技术的比较研究
Q1 Social Sciences Pub Date : 2026-03-01 Epub Date: 2025-11-22 DOI: 10.1016/j.daach.2025.e00477
Leman Figen Gül , Derya Güleç Özer , Elif Sezen Yağmur-Kilimci , Emirhan Coşkun , Begum Moralioglu , Varlık Yücel
This article presents a comparative, technology-focused analysis with the creation of a game-based route for Yedikule Fortress as its core focus, undertaken as a part of a comprehensive research initiative. We present the development of a narrative-driven, gamified route delivered via two platforms: an Android-based Augmented Reality (AR) tablet application and a Mixed Reality (MR) head-mounted display (HoloLens 2). The route incorporates game elements—such as trivia, treasure hunts, and object completion—within a narrative framework to foster deeper engagement with the site's historical and cultural layers. Employing an experimental mixed-method approach, we iteratively designed, implemented, and refined the experience on both platforms, guided by expert feedback. Special attention was given to aligning game mechanics with the site's spatial and interpretative context, adapting to each platform's affordances for user interaction and narrative delivery. Our findings contribute to the understanding and advancement of spatial computing in creating engaging, educational, and culturally meaningful digital heritage experiences.
本文将以《Yedikule Fortress》的游戏路线创建为核心焦点,并作为一项综合研究计划的一部分进行比较和技术分析。我们展示了通过两个平台提供的叙事驱动的游戏化路线的开发:基于android的增强现实(AR)平板应用程序和混合现实(MR)头戴式显示器(HoloLens 2)。这条路线结合了游戏元素——如琐事、寻宝和完成目标——在一个叙事框架内,以促进对该网站历史和文化层次的更深层次的参与。我们采用实验性混合方法,在专家反馈的指导下,在两个平台上迭代设计、实现和完善体验。特别注意将游戏机制与场地的空间和解释性背景结合起来,适应每个平台的用户交互和叙事传递的能力。我们的研究结果有助于理解和推进空间计算在创造引人入胜、具有教育意义和文化意义的数字遗产体验方面的应用。
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引用次数: 0
3D reconstruction of cultural heritage sites; A case study of Patan Durbar Square 文物遗址三维重建;帕坦杜巴广场的案例研究
Q1 Social Sciences Pub Date : 2026-03-01 Epub Date: 2025-12-19 DOI: 10.1016/j.daach.2025.e00492
Pratik Shrestha, Sujan Kapali, Vishal Pokharel, Jyoti Tandukar, Santosh Giri, Amrit Aryal
Over time, cultural heritage sites deteriorate, making it vital to document their original state for future generations. We present an efficient system for 3D modeling and reconstruction of cultural heritage, demonstrated on Patan Durbar Square. Short video clips were captured from various angles using an iPhone 13, and individual frames were extracted to form overlapping datasets of about 900–1300 frames per site. Using COLMAP for camera pose and sparse point cloud estimation, Gaussian splatting reconstructed both geometry and appearance. However, the baseline implementation introduced artifacts and required extensive training. We therefore evaluated multiple strategies, including Splatfacto and artifact removal and segmentation methods. Combining GroundingDINO and SAM effectively removed people and birds, while Splatfacto with masking and bilateral grids produced high-quality reconstructions. The proposed pipeline enables accurate, scalable, and efficient 3D documentation of cultural heritage sites.
随着时间的推移,文化遗产会恶化,因此为后代记录它们的原始状态至关重要。我们提出了一个高效的文化遗产三维建模和重建系统,并在帕坦杜巴广场进行了演示。使用iPhone 13从不同角度捕捉短视频片段,并提取单个帧,形成每个站点约900-1300帧的重叠数据集。利用COLMAP对相机姿态和稀疏点云进行估计,高斯溅射重建几何和外观。然而,基线实现引入了工件并需要广泛的培训。因此,我们评估了多种策略,包括飞溅和工件去除和分割方法。结合GroundingDINO和SAM有效地去除人和鸟,而Splatfacto与掩蔽和双边网格产生高质量的重建。拟议的管道使文化遗产遗址的准确,可扩展和高效的3D文件。
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引用次数: 0
From pre-trip to post-trip in improving the Tourist Experience (TE) with AR and VR in cultural heritage tourism 从旅行前到旅行后,AR和VR在文化遗产旅游中提升游客体验
Q1 Social Sciences Pub Date : 2026-03-01 Epub Date: 2026-01-27 DOI: 10.1016/j.daach.2026.e00503
Maysam Shafiee Roodposhti , Faezeh Esmaeelbeigi
This study presents a novel framework for enhancing tourist experience management in cultural heritage tourism through Augmented Reality (AR) and Virtual Reality (VR) technologies. Using a systematic literature review and meta-synthesis, the research examines how these technologies function across the three stages of the tourist journey—pre-trip, during-trip, and post-trip—with particular attention to their role in interpreting, communicating, and enriching cultural heritage. The findings indicate that AR and VR not only support tourists’ decision-making and destination awareness in the pre-trip phase but also provide immersive, educational, and context-rich experiences at heritage sites during the trip. In the post-trip stage, these technologies contribute to memory retention, feedback generation, and long-term engagement with cultural heritage. By highlighting key touchpoints and functional contributions of immersive technologies, this study proposes an integrated framework that can support the design of innovative digital heritage services and strengthen satisfaction, learning, and loyalty in cultural heritage tourism.
本研究提出了一种利用增强现实(AR)和虚拟现实(VR)技术加强文化遗产旅游体验管理的新框架。通过系统的文献综述和综合研究,本研究考察了这些技术在旅游旅行的三个阶段——旅行前、旅行中和旅行后的作用,并特别关注了它们在解释、交流和丰富文化遗产方面的作用。研究结果表明,AR和VR不仅在旅行前阶段支持游客的决策和目的地意识,而且在旅行过程中提供身临其境、教育和丰富的文化遗产体验。在旅行结束后的阶段,这些技术有助于记忆保留、反馈产生和与文化遗产的长期接触。通过突出沉浸式技术的关键接触点和功能贡献,本研究提出了一个集成框架,可以支持创新数字遗产服务的设计,并增强文化遗产旅游的满意度、学习性和忠诚度。
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引用次数: 0
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Digital Applications in Archaeology and Cultural Heritage
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