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3D facial reconstruction and 3D printing of women skull from Bronze age, Slovakia 斯洛伐克青铜时代女性头骨的三维面部重建和三维打印
Q1 Social Sciences Pub Date : 2024-05-15 DOI: 10.1016/j.daach.2024.e00344
Soňa Kalafutová , Marek Chmelík , Ladislav Olexa , Iveta Boroňová , Jana Gaľová , Eva Petrejčíková

Facial reconstruction of individuals from historical periods can provide more information about them. The main aim of this study was to create an anthropological facial reconstruction of a Bronze Age skull based on a new soft tissue thickness database created from a sample of the Slovak female population. Using ultrasound, we evaluated 27 facial landmarks on 50 Slovak women, aged 18–30 years with Slovak genealogical history. The Bronze Age skull was anthropologically estimated as a Caucasoid female aged 24–30 years at the time of death. The ultrasound results were analysed and compared with nine European populations. Statistical analysis showed that there is no statistical difference between these populations in the values of facial soft tissue thicknesses. Using CT and Blender software with add-ons, we created a facial approximation of the skull. We 3D printed the virtual model, which can be used for educational and scientific purposes.

对历史时期的个体进行面部重建可以提供更多关于他们的信息。本研究的主要目的是根据从斯洛伐克女性人口样本中创建的新软组织厚度数据库,对青铜时代的头骨进行人类学面部重建。通过超声波,我们对 50 名年龄在 18-30 岁、有斯洛伐克族谱历史的斯洛伐克女性的 27 个面部地标进行了评估。根据人类学估算,青铜时代的头骨为高加索女性,死亡时的年龄为 24-30 岁。对超声波结果进行了分析,并与九个欧洲人群进行了比较。统计分析表明,这些人群的面部软组织厚度值没有统计学差异。我们使用 CT 和 Blender 软件及附加组件创建了头骨的面部近似模型。我们对虚拟模型进行了三维打印,该模型可用于教育和科研目的。
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引用次数: 0
Art and archaeology in an interactive time-traveling online and museum experience. A case study on the Via Appia Antica. 互动时空旅行在线和博物馆体验中的艺术与考古。阿皮亚古道案例研究。
Q1 Social Sciences Pub Date : 2024-05-10 DOI: 10.1016/j.daach.2024.e00342
Maurice de Kleijn , Krien Clevis , Jesús García González , Marco Roling , Jorne Jongsma , Rens de Hond , Henk Scholten , Eric M. Moormann

This paper presents an innovative exploration of digital twinning technologies and its integration with artistic perspectives and interactive museum storytelling. It presents a physical and virtual online museum exhibition that was developed to visualize and experience changes of an archaeological landscape. Central to this exhibition was an interactive installation with a virtual 3D environment in which visitors could revisit viewpoints of past image creators like photographers, cinematographers, architects and painters. The exhibition combined digital twin technologies with artistic and archaeological research to form an immersive landscape biography.

As a study area, the exhibition focused on mile V and VI of the Via Appia Antica near Rome. For six different funerary monuments, the exact locations of 110 historical images have been revisited and geo-referenced in a virtual 3D environment. Each historical image was artistically morphed into a present-day image using video technology. Additionally, visitors could explore virtual reconstructions and 3D prints of these monuments, accompanied with 3D animations.

The paper discusses the motivation behind the design and setup of the museum and virtual exhibition, together with the technological challenges that were encountered. All tooling for this research was developed as Free and Open-Source Software (FOSS), allowing it to be reused. We discuss lessons learned and future application perspectives of the presented concept and installation. The work illustrates the power of blending cutting-edge technologies with art and storytelling to create a dynamic, accessible, and enriching experience of cultural heritage.

本文介绍了对数字孪生技术及其与艺术视角和互动博物馆叙事相结合的创新探索。它介绍了一个实体和虚拟在线博物馆展览,该展览是为可视化和体验考古景观的变化而开发的。展览的核心是一个虚拟三维环境的互动装置,参观者可以在其中重温摄影师、电影摄影师、建筑师和画家等过去图像创作者的观点。展览将数字孪生技术与艺术和考古研究相结合,形成了一个身临其境的景观传记。在虚拟三维环境中,对六个不同的墓葬遗迹的 110 幅历史图片的确切位置进行了重新审视和地理参照。每幅历史图片都通过视频技术艺术地变形为今天的图片。此外,参观者还可以探索这些古迹的虚拟重建和三维打印,并配有三维动画。本文讨论了博物馆和虚拟展览的设计和设置背后的动机,以及遇到的技术挑战。这项研究的所有工具都是作为自由与开源软件(FOSS)开发的,因此可以重复使用。我们讨论了所提出的概念和装置的经验教训和未来应用前景。该作品展示了将尖端技术与艺术和讲故事相结合的力量,从而创造出一种动态的、可访问的、丰富的文化遗产体验。
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引用次数: 0
Photogrammetry, 3D modelling and printing: The creation of a collection of archaeological and epigraphical materials at the university 摄影测量、三维建模和打印:在大学建立考古和书信资料库
Q1 Social Sciences Pub Date : 2024-05-05 DOI: 10.1016/j.daach.2024.e00341
Diego Chapinal-Heras , Díaz-Sánchez Carlos , Gómez-García Natalia , España-Chamorro Sergio , Pagola-Sánchez Lucía , Parada López de Corselas Manuel , Rey-Álvarez Zafiria Manuel Elías

The aim of this contribution is to present the Experimenting Digital Antiquity Project undertaken at the Complutense University in 2021–2022. The initiative consisted of encouraging new teaching methodologies by creating a collection of copies of ancient finds printed with 3D technology. This required a series of carefully organised steps that can be summarised as training students in the skills needed to carry out the photogrammetry of artifacts preserved in museums and ultimately printing the 3D models they prepared. The results, an initial collection of 21 artifacts, laid the foundations for work that has continued since then.

本文旨在介绍 2021-2022 年在孔普卢顿大学开展的 "数字古代实验项目"。该项目旨在鼓励采用新的教学方法,通过三维技术打印出一系列古代发现的副本。这需要一系列精心组织的步骤,可以概括为培训学生掌握对博物馆中保存的文物进行摄影测量所需的技能,并最终打印出他们制作的三维模型。最初收集的 21 件文物为此后的工作奠定了基础。
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引用次数: 0
Digital restoration and 3D visualisation of the early Neolithic pottery from Ryńsk, Poland 波兰亮斯克新石器时代早期陶器的数字修复和三维可视化
Q1 Social Sciences Pub Date : 2024-05-03 DOI: 10.1016/j.daach.2024.e00337
Kamil Adamczak , Mateusz Osiadacz , Łukasz Kowalski , Grażyna Szczepańska , Dariusz Kamiński , Klaudia Wesołowska , Jolanta Małecka-Kukawka , Stanisław Kukawka , Magdalena Kozicka

The archaeological site of Ryńsk in north-central Poland produced sound evidence of long-distance journeys of people and pottery from the 6th millennium BC in Central Europe by yielding a sophisticated ceramic footed bowl that can be traced to the Carpathian Basin region. Archaeology indicates that the earliest ceramic vessels had a different functional, social and ritual role, but it is difficult to convey information on the significant role of pottery in ancient societies in a way that would pique the interest of the general public. This paper presents the digital restoration and 3D visualisation of the footed bowl from Ryńsk and other accompanying ceramics that may assist in feeding the historical imagination and education about the ancient pottery making of the LBK people and can be used to provide a wider audience with new forms of engagement and interaction with the archaeological heritage of the region.

位于波兰中北部的伦斯基考古遗址出土了一个可追溯到喀尔巴阡山盆地地区的精致陶足碗,为公元前六千年以来中欧地区人员和陶器的长途旅行提供了可靠证据。考古学表明,最早的陶器具有不同的功能、社会和礼仪作用,但很难将陶器在古代社会中的重要作用以一种能引起大众兴趣的方式传达给人们。本文介绍了对 Ryńsk 出土的底足碗和其他随葬陶器的数字化修复和三维可视化,这可能有助于激发人们对枸杞科地区古代陶器制作的历史想象和教育,并可用于为更广泛的受众提供与该地区考古遗产接触和互动的新形式。
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引用次数: 0
Evaluating visitors’ experience in museum: Comparing artificial intelligence and multi-partitioned analysis 评估参观者在博物馆的体验:人工智能与多分区分析的比较
Q1 Social Sciences Pub Date : 2024-05-01 DOI: 10.1016/j.daach.2024.e00340
Sofia Ceccarelli , Amedeo Cesta , Gabriella Cortellessa , Riccardo De Benedictis , Francesca Fracasso , Laura Leopardi , Luca Ligios , Ernesto Lombardi , Saverio Giulio Malatesta , Angelo Oddi , Alfonsina Pagano , Augusto Palombini , Gianmauro Romagna , Marta Sanzari , Marco Schaerf

Analysing visitors' behaviour in a museum or in a cultural site is a crucial element to manage spaces and artworks arrangement as well as improving the visit experience. This paper presents the preliminary results of the ARTEMISIA project, exploiting Artificial Intelligence (AI) techniques to study, design and develop a methodology to interpret visitors' behaviour within a museum context, namely the Museum of Rome in Palazzo Braschi (Rome, Italy). The aim is to combine literature on users' experience (UX) analysis with experimental data coming from the visitor anonymous tracking out of motion sensors (users' stand-still positions, viewpoint direction, movements), merging approaches of different research domains. Through the use of agglomerative hierarchical clustering algorithms, four categories of visitors were identified, then associated to user profiles emerged by UX evaluations. Such analysis may lead to new forms of visitors profiling and to the development of a new generation of customised applications in public and private contexts. Identifying and predicting users’ patterns with respect to museum halls arrangement may also be useful to suggest improvement in the museum spaces and exhibitions (new indications, updated storytelling or changes in thematic configuration).

© 2023 Elsevier Ltd. All rights reserved.

分析参观者在博物馆或文化场所的行为是管理空间和艺术品布置以及改善参观体验的关键因素。本文介绍了 ARTEMISIA 项目的初步成果,该项目利用人工智能(AI)技术研究、设计和开发了一种方法,用于解释博物馆(即位于意大利罗马布拉奇宫的罗马博物馆)内参观者的行为。目的是将有关用户体验(UX)分析的文献与来自运动传感器匿名跟踪的参观者实验数据(用户的静止位置、视角方向、动作)相结合,融合不同研究领域的方法。通过使用聚类分层聚类算法,确定了游客的四个类别,然后将其与用户体验评估中出现的用户特征联系起来。这种分析可能会带来新形式的访客特征分析,并开发出新一代公共和私人领域的定制应用程序。识别和预测用户在博物馆展厅布置方面的模式也有助于提出改进博物馆空间和展览的建议(新的指示、更新的故事讲述或主题配置的变化)。保留所有权利。
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引用次数: 0
La teak: Painted animation as an educational media maintaining tree sustainability AR 3D filter-based 柚木将彩绘动画作为维护树木可持续性的教育媒体 基于 AR 3D 滤镜的
Q1 Social Sciences Pub Date : 2024-04-29 DOI: 10.1016/j.daach.2024.e00339
Nurlaila, Agus Nursalim, Andi Suryadi

Forests which are often given the nickname the lungs of the world are starting to dwindle day by day. There are many cases of illegal logging for the benefit of private industry individuals without thinking about the impact that will be caused. The bad influence that appears is not only felt now but also in the future. Education regarding the existence of a tree is deemed necessary to be made. Taking into account these problems, this study aims to create a combined work of art that carries the idea of the tree itself. Artwork is made from two elements of art, namely painting, and animation. Many say that there is a wall between traditional art and digital art. This research also intends to prove that the two types of art can be united. The method of creating works is in the form of static paintings which are used as tracker/marker objects for making augmented reality (AR) animations. The results of the creation of works in this study show that they can provide knowledge to the wider community regarding the importance of trees and instill in them a sense of love for the environment, as well as provide more experience to the community regarding new media.

被誉为 "世界之肺 "的森林正在日益减少。为了私人企业的利益而非法砍伐森林的情况屡见不鲜,却不考虑会造成的影响。这种恶劣影响不仅现在会感受到,将来也会感受到。我们认为有必要对树木的存在进行教育。考虑到这些问题,本研究旨在创作一件承载树本身理念的组合艺术作品。艺术作品由两种艺术元素组成,即绘画和动画。很多人说,传统艺术和数字艺术之间有一堵墙。这项研究也是为了证明这两种艺术是可以结合在一起的。创作方法是以静态绘画的形式,将其作为制作增强现实(AR)动画的追踪/标记对象。本研究中的作品创作结果表明,它们可以向更广泛的社区提供有关树木重要性的知识,向他们灌输爱护环境的意识,并为社区提供更多有关新媒体的经验。
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引用次数: 0
Developing a 3D strategy: Pipelines and recommendations for 3D structured light scanning of archaeological artefacts 制定三维战略:考古文物三维结构光扫描管道和建议
Q1 Social Sciences Pub Date : 2024-04-23 DOI: 10.1016/j.daach.2024.e00338
Rhys Williams, Tim Thompson, Caroline Orr, Gillian Taylor

Archaeology has faced increased pressure to digitise collections and make artefacts available and accessible to a wider audience. 3D imaging involves producing a 3D digital or printed model of an object or site. 3D models have the potential to augment the traditional approaches to museum engagement whilst breaking down the barriers to access, whether through providing 3D printed proxies in museums or sharing digital models online. 3D imaging has clear value in archaeology and public engagement but there is no standardisation or accessible pipelines available for achieving professional 3D imaging output. There is very little consensus in 3D modelling and worldwide, digital collections are being created with no methodological consistency. This research observed each stage necessary for producing high-quality 3D models with structured light scanning (SLS) technology. SLS was effective on a range of textures that may be encountered in archaeological scenarios, although highly reflective objects, or pale objects with black areas, may fail to be captured even with an altered strategy. In order to make the 3D model most representative of the archaeological find, it is recommended that a range of scanner settings such as brightness or shutter speed are tested on the object before committing these settings to the rest of the scans. Generalised 3D scanning pipelines are provided to inform archaeological teams on a 3D digital and printing strategy.

考古学面临着越来越大的压力,需要将藏品数字化,使更多的人能够获得和利用文物。三维成像包括制作文物或遗址的三维数字模型或打印模型。无论是在博物馆提供三维打印模型,还是在线共享数字模型,三维模型都有可能增强博物馆参与的传统方式,同时打破获取的障碍。三维成像在考古和公众参与方面具有明显的价值,但目前还没有实现专业三维成像输出的标准化或可用管道。在三维建模方面几乎没有达成共识,在全球范围内,创建数字藏品的方法也不一致。这项研究观察了利用结构光扫描(SLS)技术制作高质量三维模型的每个必要阶段。结构光扫描技术对考古场景中可能遇到的各种纹理都很有效,但高反射物体或带有黑色区域的苍白物体即使改变策略也可能无法捕捉到。为了使三维模型最能代表考古发现,建议先在物体上测试一系列扫描仪设置,如亮度或快门速度,然后再将这些设置用于其他扫描。本文提供了通用的三维扫描流程,为考古团队制定三维数字化和打印策略提供了参考。
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引用次数: 0
Romanesque portal from Olbin - 3D digital recomposition 来自奥尔宾的罗马式门户--三维数字再现
Q1 Social Sciences Pub Date : 2024-04-16 DOI: 10.1016/j.daach.2024.e00336
Franciszek Hackemer

The aim of the study was to define the original shape of the 12th-century portal built into the wall of the Church of St. Mary Magdalene in Wrocław. The portal is a remnant of a priceless monument of Romanesque architecture in the region - the Benedictine Abbey in Olbin, which was demolished by order of the city council in 1529. The portal was subjected to very extensive alterations and conservation treatments, which strongly affected its form. Previous studies have linked two other stonework pieces to it - the tympanum and the archivolt, which were probably separated from the portal in 1529. An attempt at reconstruction was made using digital photogrammetric 3D models of the portal, tympanum and archivolt. The juxtaposition of these in 3D software, cutting the model into separate stonework elements, changing its layout and modelling of non-preserved parts allowed the development of three proposals for 3D the reconstruction of the 12th-century portal.

这项研究的目的是确定建于弗罗茨瓦夫圣玛丽-抹大拉教堂墙上的 12 世纪入口的原始形状。该门是该地区罗马式建筑的无价之宝--奥尔宾本笃会修道院--的遗迹,于 1529 年被市议会下令拆除。该入口经过了大规模的改建和保护处理,对其外形造成了严重影响。之前的研究将另外两块石雕与它联系在一起,这两块石雕分别是楣板和拱券,它们很可能在 1529 年从入口处分离出来。我们尝试使用数字摄影测量三维模型对入口、楣板和拱顶进行重建。通过在三维软件中并列这些模型、将模型切割成独立的石雕元素、改变其布局以及对未保存的部分进行建模,最终提出了三维重建 12 世纪入口的三项建议。
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引用次数: 0
Advanced interactive digital storytelling in digital heritage applications 数字遗产应用中的高级交互式数字故事制作
Q1 Social Sciences Pub Date : 2024-04-07 DOI: 10.1016/j.daach.2024.e00334
Selma Rizvic , Dusanka Boskovic , Bojan Mijatovic

Interactive Digital Storytelling (IDS) is a way of communicating information in the metaverse (Barbara and Haahr, 2022). In this paper we introduce the Advanced Interactive Digital Storytelling methodology (A-IDS), as a combination of IDS with gameplay elements. We show that applications created using this methodology offer unique immersive experiences of historical objects and events to museum visitors and online. In this paper, we describe it on a use case of the Trebinje Fortresses VR project. Austrian-Hungarian Fortresses around Trebinje, Bosnia and Herzegovina, are in decay, hardly accessible, and completely neglected. They can be explored in Virtual Reality through an application that combines Interactive Digital Storytelling narrated by officers who used to inhabit them with gameplays where the users become carrier pigeons in the first mission and get a task to accomplish in a fortress underground, in the second. If successful, they get the opportunity to explore digitized museum exhibits found in the fortress. The application is installed in the Trebinje Museum. The quality of user experience will be proven through an evaluation study.

交互式数字叙事(IDS)是在元宇宙中传播信息的一种方式(Barbara and Haahr, 2022)。在本文中,我们介绍了高级交互式数字叙事方法(A-IDS),它是 IDS 与游戏元素的结合。我们表明,使用该方法创建的应用程序可为博物馆游客和在线用户提供独特的沉浸式历史物品和事件体验。在本文中,我们将以 Trebinje 要塞 VR 项目为例进行介绍。波斯尼亚和黑塞哥维那特雷比涅周围的奥匈帝国要塞已经衰败,几乎无法进入,而且完全被忽视。用户可以通过虚拟现实应用探索这些要塞,该应用结合了由曾经居住在这些要塞中的军官讲述的交互式数字故事和游戏,用户在第一个任务中成为信鸽,在第二个任务中要在地下要塞中完成任务。如果任务成功,用户将有机会探索堡垒中的数字化博物馆展品。该应用程序安装在特雷比涅博物馆。用户体验的质量将通过评估研究来证明。
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引用次数: 0
Utilization of digital image processing approach for a faster measurement of pottery fragments area compared to conventional techniques of weighing 与传统称重技术相比,利用数字图像处理方法更快地测量陶器碎片的面积
Q1 Social Sciences Pub Date : 2024-04-04 DOI: 10.1016/j.daach.2024.e00326
Aghil Aghili

In this research, we utilized a real-time and non-destructive digital measuring system to measure the entire areas of archaeological pottery fragments. This approach provides a novel classification method as an alternative to weighing pottery in situ. We provided a rapid method for determining the overall surface area of the fragments using a newly developed portable device. This device utilizes RGB and gray-scale 2D image processing technology, along with an electronic system. In contrast to typical analyses, we utilized image enhancement, edge extraction, segmentation, Sobel filter, and linking techniques through MATLAB software to thoroughly examine and quantify the external and internal surface of a fragment. The system can calculate the dimensions of the fragments accurately and quickly. Additionally, it automatically generates a file containing the measured data in a timely manner. Researchers or students have the ability to remotely access this record or access it as the primary user. The results of our study demonstrated that our system outperforms traditional measurement methods in terms of accuracy, while also requiring less time. Moreover, the suggested system can be employed to examine the morphology of bones and the rate of deterioration in metal or ceramic artifacts for museums or archives. The device's structure is characterized by its innovative, efficient, and functional design. Another potential alternative to consider is offering users a user interface or additional means of accessing and analyzing object details through the use of a digital scale. The efficiency and outputs of our system were determined to be markedly distinct from the conventional method, based on the analysis of the tables and figures.

在这项研究中,我们利用实时和非破坏性的数字测量系统测量考古陶器碎片的整个面积。这种方法提供了一种新颖的分类方法,可替代现场称量陶器的方法。我们利用新开发的便携式设备提供了一种快速确定碎片整体表面积的方法。该设备利用 RGB 和灰度二维图像处理技术以及电子系统。与典型的分析方法不同,我们通过 MATLAB 软件,利用图像增强、边缘提取、分割、索贝尔滤波和链接技术,彻底检查并量化碎片的外部和内部表面。该系统可以准确快速地计算出碎片的尺寸。此外,它还能及时自动生成包含测量数据的文件。研究人员或学生可以远程访问该记录,也可以作为主要用户访问。研究结果表明,我们的系统在准确性方面优于传统的测量方法,同时所需的时间也更短。此外,建议的系统还可用于检测骨骼形态以及博物馆或档案馆的金属或陶瓷文物的老化率。该设备的结构特点是创新、高效和实用。另一个值得考虑的潜在替代方案是为用户提供一个用户界面,或通过使用数字秤来获取和分析文物细节的额外手段。根据对表格和数字的分析,我们系统的效率和产出与传统方法有明显区别。
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引用次数: 0
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Digital Applications in Archaeology and Cultural Heritage
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