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Beyond the landscape: analysis of Neolithic circular ditch systems of Lower Austria with advanced virtual archaeoastronomy 超越景观:用先进的虚拟考古天文学分析下奥地利新石器时代的圆形沟渠系统
IF 2.3 Q1 Social Sciences Pub Date : 2019-07-25 DOI: 10.4995/VAR.2019.10772
G. Zotti, W. Neubauer
This paper describes developments in virtual archaeology that started in a research project about the possible astronomical entrance orientation of Neolithic circular ditch systems (German Kreisgrabenanlagen, KGA) of Lower Austria. Starting from data analysis in a Geographical Information System (GIS), we will cover a simple way of modelling, and discuss three ways of visualisation for the combination of landscape and human-made buildings together with celestial objects. The first way involves extensions to the modelling program SketchUp to bring in just enough astronomical data for scientific evaluation. The second introduces a set of extensions to the open-source desktop planetarium program Stellarium, which can meanwhile be used to load a standard 3D model format to allow detailed research in astronomical orientation patterns, and light-and-shadow interaction over many millennia, even for researchers less familiar with astronomical programming. The third presents a “serious gaming” approach, which can provide the most natural view of the landscape, but requires at least some, if not deep, familiarity with astronomical and 3D computer graphics programming and, therefore, due to this considerably larger effort, appears to be mostly useful for outreach of high-profile results to the public. The entrances to the KGA of Lower Austria turned out to be mostly oriented following a purely terrestrial pattern of up- and downward sloping terrain, but with one noteworthy exception.Highlights:Virtual archaeology can help to better understand archaeological remains embedded in the landscape. Occasionally, the “landscape” concept must be extended to include the celestial landscape.Open-source development allowed the combination of a desktop planetarium with 3D landscape and architecture visualisation. Also, datable changes in the landscape can meanwhile be simulated.Astronomical elements added to a game engine can also be used to faithfully provide important insights while providing the most appealing visualisation environments so far, but with considerably more effort.
本文描述了虚拟考古的发展,该研究始于一个关于下奥地利新石器时代圆形沟渠系统(德国Kreisgrabinalagen,KGA)可能的天文入口方向的研究项目。从地理信息系统(GIS)中的数据分析开始,我们将介绍一种简单的建模方法,并讨论景观和人造建筑与天体结合的三种可视化方法。第一种方法是扩展建模程序SketchUp,以引入足够的天文数据进行科学评估。第二个程序介绍了开源桌面天文馆程序Stellarium的一组扩展,同时该程序可以用于加载标准的3D模型格式,以便对天文定向模式以及数千年来的光影交互进行详细研究,即使对于不太熟悉天文程序的研究人员来说也是如此。第三种是“严肃的游戏”方法,它可以提供最自然的景观视图,但至少需要对天文和3D计算机图形编程有一些(如果不是很深入的话)熟悉,因此,由于这一相当大的努力,似乎对向公众宣传高知名度的结果最有用。事实证明,下奥地利KGA的入口大多遵循上下倾斜地形的纯陆地模式,但有一个值得注意的例外。亮点:虚拟考古可以帮助更好地了解嵌入景观中的考古遗迹。有时,“景观”概念必须扩展到包括天体景观。开源开发使桌面天文馆与3D景观和建筑可视化相结合。同时,还可以模拟景观中可数据化的变化。添加到游戏引擎中的天文元素也可以用来忠实地提供重要的见解,同时提供迄今为止最具吸引力的可视化环境,但需要付出更多的努力。
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引用次数: 6
M-BIM: a new tool for the Galleria dell’Accademia di Firenze M-BIM:佛罗伦萨学院美术馆的新工具
IF 2.3 Q1 Social Sciences Pub Date : 2019-07-25 DOI: 10.4995/VAR.2019.11943
G. Tucci, A. Conti, L. Fiorini, M. Corongiu, Noemi Valdambrini, Carlotta Matta
The paper deals with an ongoing research activity for developing a Building Information Model (BIM) for the facility and collections management of museums. The BIM success lies not only in its application for the design and construction of buildings but also because it helps the information management of a building throughout its life cycle. Compared to other activities, in museums management, the container/content relationship is essential for the preventive conservation of artworks, according to national and international guidelines. Then, an effective BIM-based museum information system linked to external databases (called M-BIM) should include also the art collections for managing information regarding both the building and artworks by 3D objects handling. This facilitates the management of the procedures prescribed by international best practices (as the facility and conservation reports set up for the loan of artworks) or by Italian regulations (as to check the compliance of a museum with the minimum standards or to archive renovations and temporary exhibitions). The proposed methodology has been tested on the Galleria dell’Accademia di Firenze (Florence, Italy), situated in a complex heritage building. Starting from data acquired during a laser scanner survey carried out in 2011, a HBIM of the whole building has been created. Then, the sculptures and paintings of a consistent part of the museum have been modelled with different approaches and inserted as BIM objects. Artworks instances include 3D geometry and physical data (dimensions, materials, weight, etc.), other data are obtained from links to already existing external catalogues. A database conceptual model has been formalised, according to INSPIRE Consolidated Unified Modelling Language (UML) of the INSPIRE Directive, with the aim to maintain the independence of the BIM approach but improving data connection with other databases and sources.Highlights:A holistic information management system for museums (M-BIM) is proposed, including both information on the building and the collections.International and Italian guidelines, and best practices on museums management are compared.The Galleria dell’Accademia di Firenze is used as a case study for testing the application of M-BIM on a heritage building.
本文讨论了一项正在进行的研究活动,即为博物馆的设施和藏品管理开发建筑信息模型(BIM)。BIM的成功不仅在于它在建筑设计和施工中的应用,还在于它有助于建筑在整个生命周期中的信息管理。与其他活动相比,根据国家和国际准则,在博物馆管理中,容器/内容关系对于艺术品的预防性保护至关重要。然后,一个有效的基于bim的博物馆信息系统连接到外部数据库(称为M-BIM),还应该包括艺术收藏,通过3D对象处理来管理有关建筑和艺术品的信息。这有助于管理国际最佳做法(如为艺术品出借而设立的设施和保护报告)或意大利法规(如检查博物馆是否符合最低标准或档案装修和临时展览)规定的程序。提议的方法已经在佛罗伦萨学院美术馆(意大利佛罗伦萨)进行了测试,该美术馆位于一座复杂的遗产建筑中。从2011年进行的激光扫描仪调查中获得的数据开始,创建了整个建筑的HBIM。然后,博物馆一致部分的雕塑和绘画用不同的方法建模,并作为BIM对象插入。艺术品实例包括3D几何和物理数据(尺寸,材料,重量等),其他数据是从已经存在的外部目录的链接中获得的。根据INSPIRE指令的INSPIRE统一建模语言(UML),数据库概念模型已经形式化,目的是保持BIM方法的独立性,同时改善与其他数据库和数据源的数据连接。重点:提出了一个博物馆整体信息管理系统(M-BIM),包括建筑信息和馆藏信息。国际和意大利的指导方针,以及博物馆管理的最佳做法进行比较。佛罗伦萨学院美术馆作为一个案例研究来测试M-BIM在遗产建筑上的应用。
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引用次数: 13
Special Section Preface: Informative Models and Systems for Virtual Museum 专题部分前言:虚拟博物馆的信息模型和系统
IF 2.3 Q1 Social Sciences Pub Date : 2019-07-25 DOI: 10.4995/VAR.2019.12357
R. Brumana, G. Tucci, J. L. Lerma
Special Section Preface
特别章节序言
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引用次数: 2
Cultural heritage preservation using new media methods: Yingxian Wooden Pagoda, China 利用新媒体方法保护文化遗产:中国应县木塔
IF 2.3 Q1 Social Sciences Pub Date : 2019-07-25 DOI: 10.4995/VAR.2019.11071
D. Lai, Anthony C. K. Leung, Dennis Chan, Steve H. Ching
Architectural landmarks that represent a culture’s identity are also sanctuaries for cultural heritage preservation. The tallest and oldest wooden multi-story structure in the world, the Yingxian Wooden Pagoda of China is tilting at an ongoing rate that requires an urgency to find solutions to revert the damage. To preserve the evolving humanistic and artistic understandings of ancient Chinese architecture, and to cultivate the scientific reasoning behind ancient Chinese carpentry, new media allows digital and computational methods to replace human users who once manually analyzed data and information from cultural sites and artifacts. This article will exemplify new media tools such as animation via 3D/2D modeling, 3D scanning and virtual reality photography to examine material evidence of the Yingxian Wooden Pagoda of China, and the role new media can assist in its fight to sustain its originality since 1056.Highlights:Examination, documentation, research and education of architectural heritage sites using new media methods.Integration of old archives and digital/computational software to represent the outstanding value of the oldest and tallest wooden skyscraper in the world.Use of 2D/3D modelling and virtual reality photography developing information to increase awareness on cultural heritage sites suffering wood deterioration. 
代表一种文化特征的建筑地标也是文化遗产保护的避难所。作为世界上最高、最古老的木质多层建筑,中国应贤木塔正在以持续的速度倾斜,迫切需要找到修复损害的解决方案。为了保存对中国古代建筑不断发展的人文和艺术理解,并培养中国古代木工背后的科学推理,新媒体允许数字和计算方法取代曾经手工分析文化遗址和文物数据和信息的人类用户。本文将举例说明新媒体工具,如通过3D/2D建模、3D扫描和虚拟现实摄影来检查中国应县木塔的物证,以及新媒体在保持其自1056年以来的原创性方面所起的作用。亮点:利用新媒体方法对建筑遗产地进行检查、记录、研究和教育。整合旧档案和数字/计算软件,代表世界上最古老和最高的木制摩天大楼的卓越价值。利用2D/3D建模和虚拟现实摄影来开发信息,以提高对遭受木材退化的文化遗产遗址的认识。
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引用次数: 5
Extended reality and informative models for the architectural heritage: from scan-to-BIM process to virtual and augmented reality 建筑遗产的扩展现实和信息模型:从扫描到bim过程到虚拟和增强现实
IF 2.3 Q1 Social Sciences Pub Date : 2019-07-25 DOI: 10.4995/VAR.2019.11923
F. Banfi, R. Brumana, C. Stanga
The dissemination of the tangible and intangible values of heritage building represents one of the most important objectives in the field of Digital Cultural Heritage (DCH). In recent years, different studies and research applied to heritage monuments have shown how it is possible to improve the awareness of the architectural heritage through the integration of latest developments in the field of 3D survey, 3D modelling, Building Information Modeling (BIM) and eXtended Reality (XR). On the other hand, this digital workflow requires a huge amount of data sources and a holistic approach to reach a high level of information sharing coming from different disciplines and sectors such as restoration, geomatics, 3D virtual museums and serious gaming. In conjunction with entertainment software and gaming, this research shows the main results obtained during the generative process of digital environments oriented to improve the level of information and to enrich the contents coming from the informative models. The case study is represented by one of the most important Lombard monuments: the Basilica of Sant’Ambrogio in Milan. This study, starting from the 3D survey and the data collection of the historical records of the church, improves the creation of an XR experience that reaches a new level of interactivity for different types of devices (desktop, mobile, VR headset) and users (experts, non-experts).Highlights:Generative modelling requirements and novel grades of generations (GOG) and accuracy (GOA) are presented in order to improve the digitisation of built heritage from the 3D survey, reducing time and costs of the scan-to-BIM process.The holistic value of generative modelling allows experts to create digital worlds able to faithfully and accurately represent the detected reality and improve new immersive environments for Virtual Reality (VR) and Augmented Reality (AR) projects.Immersive environments are created with a mixture of the latest generation software and hardware, allowing users to discover the hidden historical values of built heritage with new levels of interactivity and information.
传播遗产建筑的有形和无形价值是数字文化遗产领域最重要的目标之一。近年来,应用于遗产古迹的不同研究表明,如何通过整合3D调查、3D建模、建筑信息建模(BIM)和扩展现实(XR)领域的最新发展,提高对建筑遗产的认识是可能的。另一方面,这种数字工作流程需要大量的数据源和整体方法,以实现来自不同学科和部门的高水平信息共享,如修复、地理信息学、3D虚拟博物馆和严肃游戏。结合娱乐软件和游戏,本研究展示了在数字环境生成过程中获得的主要结果,旨在提高信息水平,丰富信息模型的内容。案例研究以伦巴第最重要的纪念碑之一:米兰的圣安布罗焦大教堂为代表。这项研究从3D调查和教堂历史记录的数据收集开始,改进了XR体验的创建,使不同类型的设备(台式机、移动设备、VR耳机)和用户(专家、非专家)的互动达到了一个新的水平。亮点:提出了世代建模要求和新的世代等级(GOG)和精度(GOA),以提高3D调查中建筑遗产的数字化,减少扫描到BIM过程的时间和成本。生成建模的整体价值使专家能够创建能够忠实准确地表示检测到的现实的数字世界,并为虚拟现实(VR)和增强现实(AR)项目改善新的沉浸式环境。沉浸式环境由最新一代软件和硬件混合而成,使用户可以通过新的互动和信息水平发现建筑遗产的隐藏历史价值。
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引用次数: 60
A virtual logbook for the documentation of a continuously changing archaeological site: the San Clemente site in Albenga (Italy) 记录不断变化的考古遗址的虚拟日志:阿尔本加的圣克莱门特遗址(意大利)
IF 2.3 Q1 Social Sciences Pub Date : 2019-07-25 DOI: 10.4995/VAR.2019.11916
M. Previtali
Cultural and built heritage is nowadays recognized as a value not only in the socio-cultural field but also as an important economic driver. However, this non-renewable resource is more and more threatened by both external and internal factors and only by raising awareness on the vulnerability of cultural heritage we can lead to a real involvement of citizen to heritage site protection. In this sense, Virtual Museums (VMs), and more in general virtual technologies, can have a primary role to attract tourists and citizens. Indeed, VMs by presenting cultural concepts by using amusing and engaging techniques may reach younger generations in an easier way. In this paper, the specific case of the San Clemente archaeological site (Albenga, Italy) is addressed. Being the site in the riverbed of the Centa, it undergoes frequent flooding events causing continuously new damages to the archaeological site. The development of a virtual logbook of the site is presented along with the pre-processing steps that are necessary for the preparation of the published material. The logbook is addressed on one side to professionals (i.e. archaeologists and practitioners in cultural heritage) with the main aim of providing a tool for quick damage assessment. On the other side, a mobile app is on development for tourists and citizens allowing virtual exportation of the site and providing informative contents about it.Highlights:Virtual museums and virtual environments are fundamental tools to raise awareness about the vulnerability of archaeological sites.This paper presents the development of a virtual logbook, that can be used by experts and tourists, for the archaeological site of San Clemente (Albenga).Integration of data coming from different sources is rendered into a web environment that can be easily accessed from both desktop and mobile devices.
如今,文化和建筑遗产不仅被认为是社会文化领域的一种价值,而且被认为是一种重要的经济驱动力。然而,这种不可再生的资源越来越受到外部和内部因素的威胁,只有提高对文化遗产脆弱性的认识,才能使公民真正参与到遗产保护中来。从这个意义上说,虚拟博物馆(vm),以及更普遍的虚拟技术,可以在吸引游客和公民方面发挥主要作用。事实上,虚拟现实通过使用有趣和吸引人的技术来呈现文化概念,可以更容易地吸引年轻一代。本文以圣克莱门特考古遗址(意大利阿尔本加)为例进行了研究。由于该遗址位于中部的河床上,因此经常发生洪水事件,不断对考古遗址造成新的破坏。介绍了该地点虚拟日志的发展,以及为准备出版材料所必需的预处理步骤。日志的一面是写给专业人士(即考古学家和文化遗产从业者)的,主要目的是提供快速评估损害的工具。另一方面,为游客和市民开发的移动应用程序允许虚拟出口该遗址,并提供有关该遗址的信息内容。重点:虚拟博物馆和虚拟环境是提高人们对考古遗址脆弱性认识的基本工具。本文介绍了一个虚拟日志的开发,可用于专家和游客,为圣克莱门特考古遗址(阿尔本加)。将来自不同来源的数据集成到web环境中,可以从桌面和移动设备轻松访问。
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引用次数: 7
The impact of visual media on social cognitive concept: The case of cultural object Ru (Korea) 视觉媒介对社会认知概念的影响——以文化客体茹(韩国)为例
IF 2.3 Q1 Social Sciences Pub Date : 2019-07-25 DOI: 10.4995/VAR.2019.11242
Hyuk-Jin Lee
There have been very few studies explaining the theoretica l basis on the importance of visible cultural heritage. This study provides the philosophical background of this topic based on a phenomenological point of view andexplains the significant impact on social members’ cognition. The case of Ru, one of the traditional Korean building types, is introduced as a representative example; how its concept has been defined, changed, and forgotten in Korean culture. The importance of having a correct understanding of how cognition is composed of different types of experiences of cultural heritage is further explained. In this context, the importance of semantic mode and pictorial mode classified by Husserl is argued as the most powerful medium in human cognition based on phenomenological analysis. In this respect, the important role of Virtual Reality (VR) was highlighted. Considering the pace of recent technology and researches, breaking the barrier between experiencing the physical object and the VR may be a matter of time. Phenomenological classification of cultural heritage, which was designed for explaining all the types of cultural heritage, is introduced. The importance of developing a valid VR model and its role in cultural studies is emphasized via the phenomenological classification of cultural heritage. Finally, the balance of the inductive and deductive approach in a cultural study is suggested for more prolific and balanced achievements. Highlights:This article  provides  the  philosophical  background  of  the  importance  of visible  cultural  heritage  based  on the phenomenological point of view.Significant impact on social members’ cognition of the  visible  cultural  heritage  is  discussed  in the  case  of  the traditional Korean building.In this respect, the important role of Virtual Reality technology is highlighted. 
很少有研究解释可见文化遗产重要性的理论基础。本研究从现象学的角度提供了这一主题的哲学背景,并阐述了其对社会成员认知的重大影响。以韩国传统建筑类型之一的汝窑为例进行了介绍;它的概念是如何在韩国文化中被定义、改变和遗忘的。进一步解释了正确理解认知是如何由不同类型的文化遗产体验组成的重要性。在这种背景下,基于现象学分析,胡塞尔将语义模式和图像模式归类为人类认知中最强大的媒介。在这方面,强调了虚拟现实的重要作用。考虑到最近的技术和研究速度,打破体验实物和虚拟现实之间的障碍可能是时间问题。介绍了文化遗产的现象学分类,旨在解释所有类型的文化遗产。通过对文化遗产的现象学分类,强调了开发有效的虚拟现实模型的重要性及其在文化研究中的作用。最后,建议在文化研究中平衡归纳法和演绎法,以获得更丰富、更平衡的成果。亮点:本文从现象学的角度提供了可见文化遗产重要性的哲学背景。以韩国传统建筑为例,讨论了对社会成员对可见文化遗产认知的重大影响。在这方面,强调了虚拟现实技术的重要作用。
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引用次数: 1
El complejo termal monumental de la ciudad romana de Valeria: propuesta de reconstrucción virtual de sus ambientes fríos a la luz de los hallazgos arqueológicos. 罗马瓦莱里亚市的纪念性温泉综合体:根据考古发现,提出虚拟重建其寒冷环境的建议。
IF 2.3 Q1 Social Sciences Pub Date : 2019-07-25 DOI: 10.4995/VAR.2019.11317
Javier Atienza Fuente
The archaeological excavations carried out since 2014 at the Valeria site (Cuenca, Spain) have exhumed the remains of a thermal building built at the beginning of the 1st century A.D. The state of conservation is exceptionally good, with a height of walls that exceeds 3 m. This circumstance is due to the fact that the area in which the building is located was abandoned at the end of the 3rd century A.C. and its architectural structures were not subject of looting of construction materials.  Archaeological  excavations have exhumed  the  structures  belonging  to  two  different  rooms:  a  western  room, the frigidarium or  cold  room,  and  an  oriental  room  paved  with  polychrome  and  geometric  mosaics.  The frigidarium, excavated almost entirely, has, on the western side, a natatio or indoor pool with a series of steps or benches attached to the  northern  and  southern  flanks.  The  excavation  of  these  rooms  has  recovered  about  a  thousand  marble  pieces  of different  typologies  and  provenances  that  were  part  of  both  the  paving  and  parietal  coatings,  as  well  as  abundant remains of mosaics and wall paintings that show the decorative richness of this space. The presence of glazed windows has also been proven due to the recovery of numerous fragments of glass, some of them still with remnants of lead. For all  these  results,  a  virtual  reconstruction  of  the frigidarium is  proposed,  counting  as  base  data  with  the  conclusions derived from the study of the elements conserved in situ and those recovered in a controlled archaeological context. For the realization  of  the  virtual  recreation  have  been  used  textures,  tonalities  and  decorative  motifs  taken  from  the archaeological remains.
自2014年以来,在Valeria遗址(西班牙昆卡)进行的考古发掘挖掘出了一座建于公元1世纪初的热建筑的遗迹。保护状况异常良好,墙壁高度超过3米。这种情况是由于该建筑所在的区域在公元3世纪末被遗弃,其建筑结构没有遭到建筑材料的掠夺。考古发掘发现了属于两个不同房间的结构:一个是西方房间,一个是冷藏室,另一个是用多色和几何马赛克铺成的东方房间。护卫馆几乎完全挖掘出来,在西侧有一个游泳池或室内游泳池,北侧和南侧有一系列台阶或长凳。这些房间的挖掘发现了大约一千块不同类型和来源的大理石,这些大理石是铺面和墙壁涂层的一部分,还有丰富的马赛克和壁画遗迹,显示了这个空间丰富的装饰性。由于回收了大量玻璃碎片,其中一些玻璃碎片中仍残留着铅,玻璃窗的存在也得到了证实。对于所有这些结果,提出了对冷藏库的虚拟重建,并将其作为基础数据,其中包括对原位保存的元素和在受控考古环境中回收的元素的研究得出的结论。为了实现虚拟娱乐,使用了取自考古遗迹的纹理、色调和装饰图案。
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引用次数: 3
Archaeological documentation and data sharing: digital surveying and open data approach applied to archaeological fieldworks 考古文献和数据共享:应用于考古实地工作的数字测量和开放数据方法
IF 2.3 Q1 Social Sciences Pub Date : 2019-01-28 DOI: 10.4995/VAR.2019.10377
M. Previtali, R. Valente
The open data paradigm is changing the research approach in many fields such as remote sensing and the social sciences. This is supported by governmental decisions and policies that are boosting the open data wave, and in this context archaeology is also affected by this new trend. In many countries, archaeological data are still protected or only limited access is allowed. However, the strong political and economic support for the publication of government data as open data will change the accessibility and disciplinary expertise in the archaeological field too. In order to maximize the impact of data, their technical openness is of primary importance. Indeed, since a spreadsheet is more usable than a PDF of a table, the availability of digital archaeological data, which is structured using standardised approaches, is of primary importance for the real usability of published data. In this context, the main aim of this paper is to present a workflow for archaeological data sharing as open data with a large level of technical usability and interoperability. Primary data is mainly acquired through the use of digital techniques (e.g. digital cameras and terrestrial laser scanning). The processing of this raw data is performed with commercial software for scan registration and image processing, allowing for a simple and semi-automated workflow. Outputs obtained from this step are then processed in modelling and drawing environments to generate digital models, both 2D and 3D. These crude geometrical data are then enriched with further information to generate a Geographic Information System (GIS) which is finally published as open data using Open Geospatial Consortium (OGC) standards to maximise interoperability.Highlights:Open data will change the accessibility and disciplinary expertise in the archaeological field.The main aim of this paper is to present a workflow for archaeological data sharing as open data with a large level of interoperability.Digital acquisition techniques are used to document archaeological excavations and a Geographic Information System (GIS) is generated that is published as open data.
开放数据范式正在改变遥感和社会科学等许多领域的研究方法。这得到了推动开放数据浪潮的政府决策和政策的支持,在这种背景下,考古学也受到了这一新趋势的影响。在许多国家,考古数据仍然受到保护,或者只允许有限的访问。然而,政府数据作为公开数据发布的强大政治和经济支持也将改变考古领域的可访问性和学科专业知识。为了最大限度地发挥数据的影响,其技术开放性至关重要。事实上,由于电子表格比表格的PDF更容易使用,因此使用标准化方法构建的数字考古数据的可用性对于已发布数据的真正可用性至关重要。在这种背景下,本文的主要目的是提出一个考古数据共享工作流程,作为具有高技术可用性和互操作性的开放数据。主要通过使用数字技术(如数码相机和地面激光扫描)获取原始数据。这些原始数据的处理是用商业软件进行的,用于扫描配准和图像处理,从而实现简单和半自动化的工作流程。然后在建模和绘图环境中处理从该步骤获得的输出,以生成2D和3D数字模型。然后用进一步的信息丰富这些粗略的几何数据,以生成地理信息系统(GIS),该系统最终使用开放地理空间联盟(OGC)标准作为开放数据发布,以最大限度地提高互操作性。亮点:开放数据将改变考古领域的可访问性和学科专业知识。本文的主要目的是提出一个考古数据共享工作流程,作为具有高度互操作性的开放数据。数字采集技术用于记录考古发掘,并生成作为开放数据发布的地理信息系统。
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引用次数: 14
Scientific rigour of online platforms for 3D visualization of heritage 遗产三维可视化在线平台的科学严谨性
IF 2.3 Q1 Social Sciences Pub Date : 2019-01-28 DOI: 10.4995/VAR.2019.9715
Nataska Statham
3D visualisations –including 3D scans and 3D reconstructions–designed as part of larger archaeology, history or cultural heritage  projects  are  commonly  shared  with  the  public  through  online  platforms  that  were  not  necessarily  designed  to host  heritage  representations  and  often  fail  to  contextualize  them.  This  paper  seeks  to  evaluate  whether five online platforms commonly used today to share 3D visualisations of heritage (Google Arts & Culture, CyArk, 3DHOP, Sketchfab and  game  engines) offer  features that  facilitate  their scientific  rigour and community  participation,  based  on guidelines from International Council on Monuments and Sites(ICOMOS)and United Nations Educational, Scientific, and Cultural Organization(UNESCO). The author starts by summarizing recommendations from 32 international guidelines that are relevant to the 3D visualization of heritage, condensing them into nine key criteria: multi-disciplinary teams, objective-driven  methodology  and  tools,  careful  documentation, type  of  reconstruction  and  level  of  certainty,  authenticity, alternative  hypotheses,  multiple  historical  periods,  respectful  use  of  the  heritage, and  community  engagement. The author proceeds to review the platforms above comparing their features with these nine recommendations and concludes that, while there are currently available features that could help to elevate the scientific rigour of the 3D visualisations and their contextualization to  the  public, they are  not  mandatory  and  are  seldom  used.  The  paper  finishes  with  a recommendation for an information package to support3D visualisations of heritage on public online platforms.Highlights:Online platforms for the 3D visualization of heritage fail to disclose what type of reconstruction it is and its level of certainty, struggling to balance community engagement vs scientific rigour of their contents.ICOMOS and UNESCO recommendations regarding heritage are loosely followed on the reviewed platforms, and supporting documentation is often lacking.Scientific rigour on these platforms could be elevated with supporting textual fields to disclose further information about each visualisation.
3D可视化——包括3D扫描和3D重建——作为大型考古、历史或文化遗产项目的一部分而设计,通常通过在线平台与公众分享,这些平台不一定是为了承载遗产表现而设计的,而且往往不能将它们置于背景中。本文旨在根据国际古迹遗址理事会(ICOMOS)和联合国教育、科学及文化组织(UNESCO)的指导方针,评估目前常用的五个在线平台(b谷歌Arts & Culture、CyArk、3DHOP、Sketchfab和游戏引擎)是否提供了促进其科学严谨和社区参与的功能。作者首先总结了与遗产3D可视化相关的32项国际指导方针的建议,将其浓缩为9个关键标准:多学科团队、目标驱动的方法和工具、仔细的文档、重建类型和确定性水平、真实性、替代假设、多个历史时期、对遗产的尊重使用和社区参与。作者继续回顾上述平台,将其功能与这九个建议进行比较,并得出结论,虽然目前有可用的功能可以帮助提高3D可视化的科学严谨性及其对公众的背景化,但它们不是强制性的,很少使用。论文最后建议建立一个信息包,以支持公共在线平台上的遗产3d可视化。亮点:用于遗产3D可视化的在线平台未能披露重建类型及其确定程度,难以平衡社区参与与内容的科学严谨性。国际古迹遗址委员会和联合国教科文组织关于遗产的建议在审查的平台上没有得到严格遵守,而且往往缺乏支持文件。这些平台上的科学严谨性可以通过支持文本字段来提升,以披露有关每个可视化的进一步信息。
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引用次数: 30
期刊
Virtual Archaeology Review
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