Pub Date : 2024-05-15DOI: 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.
{"title":"3D facial reconstruction and 3D printing of women skull from Bronze age, Slovakia","authors":"Soňa Kalafutová , Marek Chmelík , Ladislav Olexa , Iveta Boroňová , Jana Gaľová , Eva Petrejčíková","doi":"10.1016/j.daach.2024.e00344","DOIUrl":"10.1016/j.daach.2024.e00344","url":null,"abstract":"<div><p>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.</p></div>","PeriodicalId":38225,"journal":{"name":"Digital Applications in Archaeology and Cultural Heritage","volume":"33 ","pages":"Article e00344"},"PeriodicalIF":0.0,"publicationDate":"2024-05-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141032181","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}
Pub Date : 2024-05-10DOI: 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.
{"title":"Art and archaeology in an interactive time-traveling online and museum experience. A case study on the Via Appia Antica.","authors":"Maurice de Kleijn , Krien Clevis , Jesús García González , Marco Roling , Jorne Jongsma , Rens de Hond , Henk Scholten , Eric M. Moormann","doi":"10.1016/j.daach.2024.e00342","DOIUrl":"https://doi.org/10.1016/j.daach.2024.e00342","url":null,"abstract":"<div><p>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.</p><p>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.</p><p>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.</p></div>","PeriodicalId":38225,"journal":{"name":"Digital Applications in Archaeology and Cultural Heritage","volume":"33 ","pages":"Article e00342"},"PeriodicalIF":0.0,"publicationDate":"2024-05-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140909973","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}
Pub Date : 2024-05-05DOI: 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.
{"title":"Photogrammetry, 3D modelling and printing: The creation of a collection of archaeological and epigraphical materials at the university","authors":"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","doi":"10.1016/j.daach.2024.e00341","DOIUrl":"https://doi.org/10.1016/j.daach.2024.e00341","url":null,"abstract":"<div><p>The aim of this contribution is to present the <em>Experimenting Digital Antiquity</em> 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.</p></div>","PeriodicalId":38225,"journal":{"name":"Digital Applications in Archaeology and Cultural Heritage","volume":"33 ","pages":"Article e00341"},"PeriodicalIF":0.0,"publicationDate":"2024-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2212054824000262/pdfft?md5=dbd49efefe220c430dc98919ce816319&pid=1-s2.0-S2212054824000262-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140905866","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Digital restoration and 3D visualisation of the early Neolithic pottery from Ryńsk, Poland","authors":"Kamil Adamczak , Mateusz Osiadacz , Łukasz Kowalski , Grażyna Szczepańska , Dariusz Kamiński , Klaudia Wesołowska , Jolanta Małecka-Kukawka , Stanisław Kukawka , Magdalena Kozicka","doi":"10.1016/j.daach.2024.e00337","DOIUrl":"https://doi.org/10.1016/j.daach.2024.e00337","url":null,"abstract":"<div><p>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.</p></div>","PeriodicalId":38225,"journal":{"name":"Digital Applications in Archaeology and Cultural Heritage","volume":"33 ","pages":"Article e00337"},"PeriodicalIF":0.0,"publicationDate":"2024-05-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2212054824000225/pdfft?md5=15f79f984181c53ffb7ec58be19e095a&pid=1-s2.0-S2212054824000225-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140843360","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-05-01DOI: 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).
Pub Date : 2024-04-29DOI: 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.
{"title":"La teak: Painted animation as an educational media maintaining tree sustainability AR 3D filter-based","authors":"Nurlaila, Agus Nursalim, Andi Suryadi","doi":"10.1016/j.daach.2024.e00339","DOIUrl":"https://doi.org/10.1016/j.daach.2024.e00339","url":null,"abstract":"<div><p>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.</p></div>","PeriodicalId":38225,"journal":{"name":"Digital Applications in Archaeology and Cultural Heritage","volume":"34 ","pages":"Article e00339"},"PeriodicalIF":0.0,"publicationDate":"2024-04-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141164111","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}
Pub Date : 2024-04-23DOI: 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.
{"title":"Developing a 3D strategy: Pipelines and recommendations for 3D structured light scanning of archaeological artefacts","authors":"Rhys Williams, Tim Thompson, Caroline Orr, Gillian Taylor","doi":"10.1016/j.daach.2024.e00338","DOIUrl":"https://doi.org/10.1016/j.daach.2024.e00338","url":null,"abstract":"<div><p>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.</p></div>","PeriodicalId":38225,"journal":{"name":"Digital Applications in Archaeology and Cultural Heritage","volume":"33 ","pages":"Article e00338"},"PeriodicalIF":0.0,"publicationDate":"2024-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2212054824000237/pdfft?md5=ca46ff003d506a5cde9a618cd49082ae&pid=1-s2.0-S2212054824000237-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140650080","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-04-16DOI: 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.
{"title":"Romanesque portal from Olbin - 3D digital recomposition","authors":"Franciszek Hackemer","doi":"10.1016/j.daach.2024.e00336","DOIUrl":"https://doi.org/10.1016/j.daach.2024.e00336","url":null,"abstract":"<div><p>The aim of the study was to define the original shape of the 12<sup>th</sup>-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 12<sup>th</sup>-century portal.</p></div>","PeriodicalId":38225,"journal":{"name":"Digital Applications in Archaeology and Cultural Heritage","volume":"33 ","pages":"Article e00336"},"PeriodicalIF":0.0,"publicationDate":"2024-04-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140605540","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}
Pub Date : 2024-04-07DOI: 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。
{"title":"Advanced interactive digital storytelling in digital heritage applications","authors":"Selma Rizvic , Dusanka Boskovic , Bojan Mijatovic","doi":"10.1016/j.daach.2024.e00334","DOIUrl":"https://doi.org/10.1016/j.daach.2024.e00334","url":null,"abstract":"<div><p>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.</p></div>","PeriodicalId":38225,"journal":{"name":"Digital Applications in Archaeology and Cultural Heritage","volume":"33 ","pages":"Article e00334"},"PeriodicalIF":0.0,"publicationDate":"2024-04-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140605541","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}
Pub Date : 2024-04-04DOI: 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.
{"title":"Utilization of digital image processing approach for a faster measurement of pottery fragments area compared to conventional techniques of weighing","authors":"Aghil Aghili","doi":"10.1016/j.daach.2024.e00326","DOIUrl":"https://doi.org/10.1016/j.daach.2024.e00326","url":null,"abstract":"<div><p>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.</p></div>","PeriodicalId":38225,"journal":{"name":"Digital Applications in Archaeology and Cultural Heritage","volume":"33 ","pages":"Article e00326"},"PeriodicalIF":0.0,"publicationDate":"2024-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140605539","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}