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Leveraging AR for the reconstruction of glass relics using manifold learning 利用流形学习利用AR重建玻璃文物
Q1 Social Sciences Pub Date : 2025-12-01 DOI: 10.1016/j.daach.2025.e00479
Rabab Kawtharani , Mohammad Karim Yassine , Maya Antoun , Nadine Panayot , Daniel Asmar
Automating the reassembly of valuable broken relics is imperative to mitigate the risks associated with manual handling. This paper introduces a solution leveraging computer vision for 3D data acquisition to extract features from high-dimensional data, focusing on the automatic reassembly of broken glass relics. The proposed approach begins by digitizing the broken shards and extracting and segmenting their contours. Subsequently, the system maps these segments into a manifold space to assess similarity in local geometry using Local Tangent Space Alignment and identify pairwise matches among them. A global optimization step based on Minimum Spanning Tree then determines the overall solution of the reassembly problem, aligning the shards to visualize a digitally reassembled relic. This digital solution is deployed in an application for head-mounted augmented reality devices, guiding users through the sequential reconstruction of the real relic. Experimental validation across ten manually fractured glass relics shows robust matching accuracy, with alignment success rates over 90% and processing times averaging one hour per object. Additionally, the system’s performance is assessed in scenarios involving missing shards, demonstrating the robustness in matching shards but encountering challenges in aligning shards around absent pieces.
自动化重新组装有价值的破损文物是必要的,以减轻与人工处理相关的风险。本文介绍了一种利用计算机视觉进行三维数据采集的解决方案,从高维数据中提取特征,重点研究破碎玻璃文物的自动重组。该方法首先将破碎的碎片数字化,并提取和分割它们的轮廓。随后,系统将这些片段映射到流形空间中,使用局部切线空间对齐来评估局部几何中的相似性,并识别它们之间的成对匹配。然后,基于最小生成树的全局优化步骤确定重组问题的总体解决方案,对齐碎片以可视化数字重组的遗迹。该数字解决方案部署在头戴式增强现实设备的应用程序中,指导用户通过真实遗迹的顺序重建。对10个人工破碎的玻璃遗迹进行实验验证,显示出强大的匹配精度,对准成功率超过90%,每个物体的处理时间平均为1小时。此外,系统的性能在涉及缺失碎片的场景中进行评估,展示了匹配碎片的鲁棒性,但在围绕缺失碎片对齐碎片时遇到了挑战。
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引用次数: 0
Optimising 3D models of historical clothing: A data-driven framework for balancing accuracy and performance 优化历史服装的3D模型:平衡准确性和性能的数据驱动框架
Q1 Social Sciences Pub Date : 2025-12-01 DOI: 10.1016/j.daach.2025.e00487
Aleksei Moskvin , Mariia Moskvina , Victor Kuzmichev
Digitisation of historical clothing through 3D modelling offers transformative opportunities for preserving and studying cultural heritage. However, the complexity of digital twins limits their practical application. This study introduces a data-driven optimisation framework balancing geometric accuracy and performance of models. The framework employs 200 high-polygonal models and 2000 simplified versions generated via the quadric-based edge collapse algorithm to measure approximation errors with the Hausdorff distance. Regression models were developed to predict these errors based on the number of triangles per unit area (TPC). A target TPC range of 26.22 … 2.40 triangles/cm2 was established and validated through out-of-sample testing on examples created via 3D scanning, photogrammetry, and CAD reconstruction. Results show the framework maintains acceptable geometric accuracy while significantly improving rendering speed, processing time and file size. This approach enhances the reliability and clarity of digital representations of historical clothing, supporting their use in virtual museums, education and research.
通过3D建模将历史服装数字化,为保护和研究文化遗产提供了变革性的机会。然而,数字孪生的复杂性限制了它们的实际应用。本研究介绍了一个数据驱动的优化框架,平衡几何精度和模型的性能。该框架采用200个高多边形模型和2000个基于二次边折叠算法生成的简化模型来测量与Hausdorff距离的近似误差。根据每单位面积(TPC)的三角形数,建立了回归模型来预测这些误差。通过三维扫描、摄影测量和CAD重建等方法,建立了26.22 ~ 2.40三角形/cm2的目标TPC范围。结果表明,该框架在保持可接受的几何精度的同时,显著提高了渲染速度、处理时间和文件大小。这种方法提高了历史服装数字表示的可靠性和清晰度,支持它们在虚拟博物馆、教育和研究中的使用。
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引用次数: 0
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 : 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
Feelings and the Roman house: A sentiment analysis of Pompeian graffiti 情感与罗马房屋:庞培涂鸦的情感分析
Q1 Social Sciences Pub Date : 2025-11-24 DOI: 10.1016/j.daach.2025.e00481
Liisa Jalkanen, Samuli Simelius
This article introduces a new digital method for studying Roman domestic spaces: sentiment analysis. The first objective is to test how sentiment analysis can be used to study Roman graffiti, while the second is to examine what the results reveal about the functions of the Roman and Pompeian house and people's behavior within it. The article focuses on one house in Pompeii, the Casa delle nozze d'argento (V,2,i), which offers a well-documented context for the purposes of this work. The article combines the study of textual and material sources and introduces new innovative methods for studying life in the ancient world.
The use of sentiment analysis as a tool makes it possible to identify sentiments via computational methods, where the text is provided with values that define its sentiment polarity. Pompeian graffiti has not been previously studied using this method. Additionally, the article makes use of Space Syntax analysis – a mathematical tool used to calculate the relationships between rooms and spaces – to assess how the results of the sentiment analysis correlate with the visibility of the graffiti and their makers. Such an analysis will provide information on the location of negative, neutral, and positive examples of graffiti in relation to the scale of public and private spaces in the Casa delle nozze d'argento.
本文介绍了一种新的研究罗马家庭空间的数字化方法:情感分析。第一个目标是测试情感分析如何用于研究罗马涂鸦,而第二个目标是检查结果揭示了罗马和庞培房屋的功能以及人们在其中的行为。这篇文章的重点是庞贝的一所房子,Casa delle nozze d'argento (V,2,i),它为这项工作的目的提供了一个有充分记录的背景。本文将文本研究与材料来源研究相结合,介绍了研究古代生活的创新方法。使用情感分析作为工具,可以通过计算方法识别情感,其中文本提供定义其情感极性的值。庞贝的涂鸦以前没有使用这种方法研究过。此外,本文还使用了空间句法分析——一种用于计算房间和空间之间关系的数学工具——来评估情感分析的结果与涂鸦及其制造者的可见性之间的关系。这样的分析将提供与Casa delle nozze d’argento的公共和私人空间规模有关的消极、中性和积极的涂鸦例子的位置信息。
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引用次数: 0
Photogrammetry of architectural heritage amid climate change and seismic risk: Adobe, rock, and brick structures in the Andes Mountain Range and plains of Mendoza, Argentina 气候变化和地震风险下建筑遗产的摄影测量:阿根廷门多萨安第斯山脉和平原上的土坯、岩石和砖结构
Q1 Social Sciences Pub Date : 2025-11-24 DOI: 10.1016/j.daach.2025.e00482
Cristina Prieto-Olavarría , Horacio Chiavazza , Andrés Lo Vecchio Repetto , Gerónimo Gandulfo
This study focuses on the three-dimensional reconstruction of three heritage buildings constructed from adobe, brick, and stone, located in the central-western Argentina (Mendoza Province). These structures are situated in the Andes Mountain Range and the arid eastern plains, areas highly vulnerable to climate change, droughts and earthquakes. The research employs the Structure from Motion (SfM) technique using Unmanned Aerial Vehicles (UAVs). Given the increasing impact of climate change, the concerns raised by international organizations, and recent research emphasizing the active role of heritage professionals, this study highlights the urgency of utilizing geospatial technologies to accurately document and preserve the morphometry and textures of vernacular architecture at risk. The primary objective is to create a comprehensive 3D digital archive to support documentation, conservation, diagnosis, restoration, and management efforts aimed at safeguarding these cultural assets. The reconstruction process has facilitated the identification of possible construction phases and provided detailed insights into existing conservation issues requiring urgent intervention. From this perspective, we reaffirm that such surveys are instrumental in preserving historical evidence and understanding its interaction with the environment. Vernacular architecture, in particular, embodies valuable knowledge for addressing climate change and serves as a crucial source of resilience for local communities.
本研究的重点是对位于阿根廷中西部(门多萨省)的三座由土坯、砖和石头建造的遗产建筑进行三维重建。这些建筑位于安第斯山脉和干旱的东部平原,这些地区极易受到气候变化、干旱和地震的影响。该研究采用了无人驾驶飞行器(uav)的运动结构(SfM)技术。鉴于气候变化的影响越来越大,国际组织提出了关注,以及最近的研究强调了遗产专家的积极作用,本研究强调了利用地理空间技术准确记录和保护濒危乡土建筑形态和肌理的紧迫性。主要目标是创建一个全面的3D数字档案,以支持旨在保护这些文化资产的文档、保存、诊断、修复和管理工作。重建过程有助于确定可能的建设阶段,并提供了需要紧急干预的现有保护问题的详细见解。从这个角度来看,我们重申这些调查有助于保存历史证据并了解其与环境的相互作用。特别是乡土建筑,体现了应对气候变化的宝贵知识,是当地社区恢复力的重要来源。
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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 : 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
Cultural narratives through Augmented Reality (AR): Hidden stories in the Chinatown Storytelling Centre 通过增强现实(AR)的文化叙事:唐人街故事中心的隐藏故事
Q1 Social Sciences Pub Date : 2025-11-21 DOI: 10.1016/j.daach.2025.e00476
Wenjie Xu

Objectives

This study evaluates the usability and impact of the "Hidden Stories" augmented reality (AR) application at the Chinatown Storytelling Centre, a cultural institution dedicated to preserving Chinese Canadian heritage. The research aimed to assess how AR storytelling enhances visitor engagement, emotional connection, and educational outcomes in a museum context.

Methods

A functional AR prototype was developed, allowing interactive exploration of artifacts and narratives through marker-based scanning and gamified challenges. The study involved 47 participants, primarily students and academics, who evaluated the prototype using the System Usability Scale (SUS) and Museum Experience Scale (MES). Factor analysis was also conducted to validate the MES dimensions, including an assessment of sampling adequacy and factor loadings, providing evidence of the structural validity of the scale.

Results

The AR prototype achieved an SUS score of 77.34 ± 8.21, suggesting an above-average evaluation of the system's usability and maturity. The response from the MES questionnaire supplied significantly higher scores for the AR-naïve participants on “engagement,” “knowledge/learning,” “experiential meaning,” and “emotional connection.” Participants without prior AR experience exhibited a stronger response across all measured dimensions of the experience compared to those with AR experience.

Conclusions

Overall, the use of AR at the Chinatown Storytelling Centre achieved the expected outcomes. Most participants found the AR experience engaging and educational, offering potential for deeper emotional connections with the content. These findings emphasize the significant potential of AR storytelling within art museums, inspiring further exploration of cultural narrative dissemination and educational approaches in the future. While the results suggest AR storytelling has strong potential for positive cultural learning outcomes, future studies should include a larger, more diverse sample to more fully capture the experiences of different demographic groups.
本研究评估了唐人街故事中心“隐藏故事”增强现实(AR)应用程序的可用性和影响,该中心是一个致力于保护加拿大华人遗产的文化机构。该研究旨在评估AR讲故事如何在博物馆环境中增强游客参与度、情感联系和教育成果。方法开发了一个功能增强现实原型,允许通过基于标记的扫描和游戏化挑战对文物和叙述进行交互式探索。该研究涉及47名参与者,主要是学生和学者,他们使用系统可用性量表(SUS)和博物馆体验量表(MES)评估原型。还进行了因子分析来验证MES维度,包括对抽样充分性和因子负荷的评估,为量表的结构有效性提供证据。结果AR原型的SUS得分为77.34±8.21,系统的可用性和成熟度均高于平均水平。MES问卷的回答为AR-naïve参与者在“参与”、“知识/学习”、“体验意义”和“情感联系”方面提供了显著更高的分数。与有AR经验的参与者相比,没有AR经验的参与者在所有测量维度上都表现出更强的反应。总体而言,在唐人街讲故事中心使用AR达到了预期的效果。大多数参与者认为增强现实体验引人入胜,具有教育意义,为与内容建立更深层次的情感联系提供了可能。这些发现强调了增强现实在艺术博物馆中讲故事的巨大潜力,激发了未来对文化叙事传播和教育方法的进一步探索。虽然结果表明AR讲故事具有积极的文化学习成果的强大潜力,但未来的研究应该包括更大,更多样化的样本,以更充分地捕捉不同人口群体的经验。
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引用次数: 0
Digital preservation of micro-gestures in the making process of Indonesian iconic traditional rattan chair using immersive 360° learning videos and photogrammetry 利用沉浸式360°学习视频和摄影测量技术,对印尼标志性传统藤椅制作过程中的微手势进行数字化保存
Q1 Social Sciences Pub Date : 2025-11-20 DOI: 10.1016/j.daach.2025.e00478
Deny Willy Junaidy , Muhammad Nabil Oktanuryansyah , Khalda Fadhilah Arisya , Linda Mawali , Muhammad Dhani , Intan Rizky Mutiaz , Deni Suwardhi
Although rattan artifacts have been extensively archived, limited studies have focused on documenting the knowledge and craftsmanship skills of artisans preparing traditional rattan chairs. These skills involve tacit knowledge, which is often very difficult to capture and transfer. This study aimed to preserve the creation process of iconic Cirebon rattan chairs (Papasan, Bahama, Kelek, Gentong, and Keong), which have been produced for over 50 years, through the use of digitization. By combining 360° video technology and photogrammetric techniques, the study created immersive learning videos that captured artisans' subtle and difficult-to-observe micro-gestures. The 360° video technology recorded the micro-gestures of artisans, and photogrammetry provided realistic three-dimensional visualizations of the furniture and tools used. Testing through visual recall demonstrated that the 360° learning videos could effectively teach delicate and subtle micro-gestures, such as the use of the chest, knees, armpits, soles, and toes, unique to rattan chair making.
虽然藤制品已经被广泛地存档,但有限的研究集中在记录工匠准备传统藤椅的知识和工艺技能上。这些技能涉及隐性知识,通常很难获取和转移。这项研究旨在通过使用数字化技术来保存50多年来生产的标志性的Cirebon藤椅(Papasan, Bahama, Kelek, Gentong和Keong)的创作过程。通过结合360°视频技术和摄影测量技术,该研究创造了身临其境的学习视频,捕捉了工匠微妙而难以观察的微手势。360°视频技术记录了工匠的微手势,摄影测量提供了使用的家具和工具的逼真三维可视化。通过视觉回忆测试表明,360°学习视频可以有效地教授藤椅制作特有的微妙微手势,如胸部、膝盖、腋窝、鞋底和脚趾的使用。
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引用次数: 0
“The track seen with Polycam”: a comparative study of SfM-based 3D documentation applied to architectural structures and decorative motifs at the Holy Sepulchre (Jerusalem) “用Polycam看到的轨迹”:基于sfm的3D文档应用于圣墓(耶路撒冷)的建筑结构和装饰图案的比较研究
Q1 Social Sciences Pub Date : 2025-11-20 DOI: 10.1016/j.daach.2025.e00480
Federica Vacatello, Alessandro Melega
This paper presents a comparative analysis of two Structure from Motion (SfM) photogrammetry tools — Agisoft Metashape (desktop) and Polycam (mobile) — applied to the 3D documentation of architectural features and decorative elements at the Church of the Holy Sepulchre in Jerusalem. Conducted within an ongoing archaeological investigation by Sapienza University of Rome, this study evaluates the effectiveness, accuracy, and workflow adaptability of both platforms in field conditions. Two wall sections (LW J32 and LW J76) and a decorated marble base (G72) were selected for detailed modeling using both tools. Results show that Metashape delivers high-resolution meshes suitable for advanced archaeological analysis, particularly under controlled lighting and with DSLR image sets. In contrast, Polycam enables rapid, on-site documentation in spatially constrained areas, producing geometrically accurate models with acceptable visual quality. The integration of Polycam and Metashape workflows also demonstrated potential for hybrid strategies, where mobile scanning complements high-end processing. This approach proved especially effective in documenting partially obstructed or hard-to-access features. The study confirms the value of using both tools in a complementary manner to enhance archaeological recording, visualization, and interpretation workflows in complex excavation settings.
本文介绍了两种SfM摄影测量工具——Agisoft Metashape(桌面)和Polycam(移动)——应用于耶路撒冷圣墓教堂建筑特征和装饰元素的3D文档的比较分析。在罗马Sapienza大学正在进行的考古调查中,该研究评估了这两种平台在野外条件下的有效性、准确性和工作流程适应性。两个墙段(LW J32和LW J76)和一个装饰大理石底座(G72)被选中使用这两种工具进行详细的建模。结果表明,Metashape提供适合高级考古分析的高分辨率网格,特别是在受控照明和单反图像集下。相比之下,Polycam可以在空间受限的区域内快速进行现场文档记录,生成具有可接受视觉质量的几何精确模型。Polycam和Metashape工作流程的集成也展示了混合策略的潜力,其中移动扫描补充了高端处理。这种方法被证明在记录部分阻碍或难以访问的特性时特别有效。该研究证实了在复杂的挖掘环境中,以互补的方式使用这两种工具来增强考古记录、可视化和解释工作流程的价值。
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引用次数: 0
A sailing simulator for the revival of the Tagus River nautical heritage 为复兴塔霍河航海遗产的航海模拟器
Q1 Social Sciences Pub Date : 2025-11-04 DOI: 10.1016/j.daach.2025.e00475
Pedro Fazenda , Rama Samy Modeliar , Nuno Covão , Laura Baeta , Manuel Lopes
Virtual museums lack the tangible experience of traditional exhibitions, but excel in accessibility, allowing global audiences to engage with cultural heritage interactively and at their own pace. They also play a vital role in safeguarding artifacts in digital form, ensuring their preservation for future generations. This article presents the development of a 3D sailing simulator designed to preserve and revive Portuguese nautical heritage by virtually reconstructing traditional Tagus River sailboats, including the Falua and the Muleta fishing boat, and allowing to sail them. The 3D models, created in Blender using Primitive-Based Modeling, were optimized for real-time performance while retaining historical accuracy. A key challenge was balancing visual realism with computational efficiency to enable physics-based simulation in Unity. The simulator integrates aerodynamic and hydrodynamic modeling to replicate realistic interactions between sails, wind, and water, providing an engaging and hands-on experience. It reproduces the sailing dynamics of the Falua across all points of sail and the unique sideways trawling technique of the Muleta, while also allowing users to experiment with sail configurations and wind conditions. In doing so, the project demonstrates how modern digital technologies can both preserve intangible maritime practices and offer immersive educational experiences that foster appreciation of cultural heritage.
虚拟博物馆缺乏传统展览的有形体验,但在可访问性方面表现出色,使全球观众能够按照自己的节奏互动地接触文化遗产。他们还在保护数字形式的文物方面发挥着至关重要的作用,确保为子孙后代保存这些文物。本文介绍了一个3D航海模拟器的开发,旨在通过虚拟重建传统的塔霍河帆船,包括Falua和Muleta渔船,并允许驾驶它们,来保护和复兴葡萄牙的航海遗产。3D模型,在Blender中使用基于原始的建模,优化了实时性能,同时保留了历史的准确性。一个关键的挑战是平衡视觉真实感和计算效率,在Unity中实现基于物理的模拟。该模拟器集成了空气动力学和流体动力学建模,以复制帆、风和水之间的真实相互作用,提供引人入胜的实践体验。它再现了Falua在帆的所有点上的航行动态和Muleta独特的侧向拖网技术,同时也允许用户试验帆的配置和风力条件。通过这样做,该项目展示了现代数字技术如何既可以保护非物质海事实践,又可以提供身临其境的教育体验,从而促进对文化遗产的欣赏。
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引用次数: 0
期刊
Digital Applications in Archaeology and Cultural Heritage
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