Miguel García-Bustos, Olivia Rivero, Paula García Bustos, Ana María Mateo-Pellitero
Highlights: Despite being a transcendental cultural manifestation in the history of humanity, there are hardly any open-access virtual repertoires of Palaeolithic art. The numerous photogrammetric studies carried out in successive archaeological campaigns to answer scientific questions can be used in educational and dissemination projects. In the framework of the authors’ outreach project called "PaleoArt-3D: regreso al pasado" a virtual museum has been created to make Palaeolithic art a more accessible and democratic heritage. Abstract: Palaeolithic art is a cultural manifestation of great importance to understanding the early history of our species. Through this artistic phenomenon, one can study aspects such as long-distance contacts, evidence of learning or the perception with which Palaeolithic humans were able to execute and memorise such precise details. However, there are few virtual repertoires that offer collections of Palaeolithic art. Accessibility to this type of archaeological remains is even more difficult considering conservation is prioritised over tourist visits. For these reasons, Palaeolithic art is today a type of cultural asset that is largely unknown to the population. The project "PaleoArt-3D: regreso al pasado" was created with the aim of democratising this heritage and making it more accessible. To this end, a virtual museum has been developed to exhibit digital models of parietal and portable art with complementary annotations for each one. The methodology includes a first stage dedicated to digitising examples of Palaeolithic art in caves or open-air stations and exhibited in Spanish and French museums. Next, the necessary infrastructure was designed to house the exhibition using specific software such as Blender. Post-processing tasks were carried out to reducing the number of polygons without losing quality. Finally, the museum has been uploaded to the Sketchfab platform to make it freely available online. It is hoped that this virtual museum will contribute to promoting and creating a more significant number of digital resources related to Palaeolithic art that are easily accessible to the public.
{"title":"From the cave to the virtual museum: accessibility and democratisation of Franco-Cantabrian Palaeolithic art","authors":"Miguel García-Bustos, Olivia Rivero, Paula García Bustos, Ana María Mateo-Pellitero","doi":"10.4995/var.2023.17684","DOIUrl":"https://doi.org/10.4995/var.2023.17684","url":null,"abstract":"Highlights:\u0000\u0000Despite being a transcendental cultural manifestation in the history of humanity, there are hardly any open-access virtual repertoires of Palaeolithic art.\u0000The numerous photogrammetric studies carried out in successive archaeological campaigns to answer scientific questions can be used in educational and dissemination projects.\u0000In the framework of the authors’ outreach project called \"PaleoArt-3D: regreso al pasado\" a virtual museum has been created to make Palaeolithic art a more accessible and democratic heritage.\u0000\u0000Abstract:\u0000Palaeolithic art is a cultural manifestation of great importance to understanding the early history of our species. Through this artistic phenomenon, one can study aspects such as long-distance contacts, evidence of learning or the perception with which Palaeolithic humans were able to execute and memorise such precise details. However, there are few virtual repertoires that offer collections of Palaeolithic art. Accessibility to this type of archaeological remains is even more difficult considering conservation is prioritised over tourist visits. For these reasons, Palaeolithic art is today a type of cultural asset that is largely unknown to the population. The project \"PaleoArt-3D: regreso al pasado\" was created with the aim of democratising this heritage and making it more accessible. To this end, a virtual museum has been developed to exhibit digital models of parietal and portable art with complementary annotations for each one. The methodology includes a first stage dedicated to digitising examples of Palaeolithic art in caves or open-air stations and exhibited in Spanish and French museums. Next, the necessary infrastructure was designed to house the exhibition using specific software such as Blender. Post-processing tasks were carried out to reducing the number of polygons without losing quality. Finally, the museum has been uploaded to the Sketchfab platform to make it freely available online. It is hoped that this virtual museum will contribute to promoting and creating a more significant number of digital resources related to Palaeolithic art that are easily accessible to the public.","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":" ","pages":""},"PeriodicalIF":2.3,"publicationDate":"2022-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44201481","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}
Jared Carballo‐Pérez, N. Marrero-Gordillo, Alberto Lacave-Hernández, M. Arnay‐de‐la‐Rosa
Highlights: The combination of biomechanical analysis and open-access Kinovea software enables the study of musculoskeletal and articular wear of experimentally reproduced tasks. The repeated use of the right arm during indirect percussion and abrasion in lithic production could increase the changes in bone robusticity of specific muscle attachments observed in the osteoarchaeological record. Motion ranges and postural angles analysis can generate more accurate representations of "virtual humans" in their archaeological context. Abstract: Understanding the physical impact of ancient labours has become an important experimental bioarchaeology area. Complex motion capture systems and digital tools have been used in biomechanical analysis during the reproduction of manual tasks. However, these systems are costly, so the researchers have explored alternative digital solutions. Therefore, the open-access Kinovea software was checked to confirm its reliability in characterizing the physical loads associated with particular works of ancient times. In this case study, the authors have analyzed the central postural angles and muscle chains involved in the indigenous manufacturing process of rotary stone mills, in the high mountains of Tenerife. The study included a virtual motion capture analysis carried out during the different phases of the experimental reproduction of this process; it was defined from the archaeological record of the quarries-workshops of Las Cañadas del Teide National Park (Canary Islands, Spain) volcanic millstones. The results of this study have demonstrated the software's effectiveness to virtually analyze the significant differences in posture between work techniques, observing a predominance of the use of m. biceps brachii, the m. brachioradialis, and the elbow joint during the manufacture of stone mills. On the other hand, Kinovea also has excellent potential in virtual archaeology, giving users tools to generate the average postural angles. As a result, building "virtual skeletons" in more precise work postures has been possible. This may serve as the base element to create complete body representations in virtual environments.
亮点:结合生物力学分析和开放获取的Kinovea软件,可以研究肌肉骨骼和关节磨损的实验再现任务。骨考古记录中观察到,在间接冲击和磨擦过程中反复使用右臂可能会增加特定肌肉附着物的骨健壮性变化。运动范围和姿势角度分析可以在考古环境中生成更准确的“虚拟人”表示。摘要:了解古代劳动的物理影响已成为一个重要的实验生物考古领域。复杂的动作捕捉系统和数字工具已用于生物力学分析期间的手工任务的再现。然而,这些系统很昂贵,所以研究人员已经探索了替代的数字解决方案。因此,对开放存取的Kinovea软件进行了检查,以确认其在描述与古代特定作品相关的物理负载方面的可靠性。在这个案例研究中,作者分析了特内里费岛高山上旋转石磨的本土制造过程中涉及的中心姿势角度和肌肉链。该研究包括在这一过程的实验再现的不同阶段进行的虚拟动作捕捉分析;它是从Las Cañadas del Teide国家公园(西班牙加那利群岛)的采石场的考古记录中定义的。这项研究的结果已经证明了该软件在虚拟分析工作技术之间姿势的显着差异方面的有效性,观察到在石磨制造过程中使用肱二头肌、肱桡肌和肘关节的优势。另一方面,Kinovea在虚拟考古方面也有很好的潜力,它为用户提供了生成平均姿势角度的工具。因此,以更精确的工作姿势构建“虚拟骨架”成为可能。这可以作为在虚拟环境中创建完整的身体表示的基本元素。
{"title":"Virtual skeletons and digital muscles: an experimental bioarchaeological approach to the pre-Hispanic production of millstones (Tenerife, Canary Islands)","authors":"Jared Carballo‐Pérez, N. Marrero-Gordillo, Alberto Lacave-Hernández, M. Arnay‐de‐la‐Rosa","doi":"10.4995/var.2023.17781","DOIUrl":"https://doi.org/10.4995/var.2023.17781","url":null,"abstract":"Highlights:\u0000\u0000The combination of biomechanical analysis and open-access Kinovea software enables the study of musculoskeletal and articular wear of experimentally reproduced tasks.\u0000The repeated use of the right arm during indirect percussion and abrasion in lithic production could increase the changes in bone robusticity of specific muscle attachments observed in the osteoarchaeological record.\u0000Motion ranges and postural angles analysis can generate more accurate representations of \"virtual humans\" in their archaeological context.\u0000\u0000Abstract:\u0000Understanding the physical impact of ancient labours has become an important experimental bioarchaeology area. Complex motion capture systems and digital tools have been used in biomechanical analysis during the reproduction of manual tasks. However, these systems are costly, so the researchers have explored alternative digital solutions. Therefore, the open-access Kinovea software was checked to confirm its reliability in characterizing the physical loads associated with particular works of ancient times. In this case study, the authors have analyzed the central postural angles and muscle chains involved in the indigenous manufacturing process of rotary stone mills, in the high mountains of Tenerife. The study included a virtual motion capture analysis carried out during the different phases of the experimental reproduction of this process; it was defined from the archaeological record of the quarries-workshops of Las Cañadas del Teide National Park (Canary Islands, Spain) volcanic millstones. The results of this study have demonstrated the software's effectiveness to virtually analyze the significant differences in posture between work techniques, observing a predominance of the use of m. biceps brachii, the m. brachioradialis, and the elbow joint during the manufacture of stone mills. On the other hand, Kinovea also has excellent potential in virtual archaeology, giving users tools to generate the average postural angles. As a result, building \"virtual skeletons\" in more precise work postures has been possible. This may serve as the base element to create complete body representations in virtual environments.","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":" ","pages":""},"PeriodicalIF":2.3,"publicationDate":"2022-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44513876","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}
E. Rodríguez González, Josep R. Casals Ausió, Sebastián Celestino Pérez
Highlights: The use of real-time rendering with ray tracing technology as a tool for heritage virtual reconstruction is proposed. The possibilities that the use of next-generation video game engines, specifically Unreal Engine, offer are evaluated in terms of their application in heritage virtualisation. The first results of the virtual reconstruction of the Tartessian site of Casas del Turuñuelo are presented, after using real-time ray tracing technology as a research method to create and review architectural hypotheses. Abstract: Virtual reconstruction has become a fundamental tool to study and analyse archaeological heritage, given its usefulness for both research and dissemination. Although the discipline has advanced exponentially in recent years, the workflow used in most jobs is still based on the offline methodology as the preferred rendering engine. In contrast, this paper proposes the substitution of this methodology with the new ray tracing in real-time rendering technology; specifically, the authors used Unreal Engine to develop virtual reconstruction work as a research tool during the excavation of an archaeological site, as well as to disseminate the results of the study of each phase. The aim is to exploit the advantages of the immediacy of calculating high-quality and realistic lighting and materials, as well as the interaction and immersion in the virtual model that this system for the development of video games offers. This paper highlights: a) the benefits detected when using real-time technology in heritage reconstruction during the work carried out to date, and b) its limitations and its future evolution with the development of the technology. To demonstrate the usefulness of this tool, the authors present the reconstruction project of the Casas del Turuñuelo site (Guareña, Badajoz). It is one of the best preserved protohistoric sites in the Western Mediterranean, which is why applying this technology to this case study was considered appropriate. The excellent architectural preservation of the Casas del Turuñuelo building is an extraordinary example to assess the usefulness of applying video game engines to heritage reconstruction. This settlement is one of the first known examples of this technology being applied to heritage, specifically, to the virtualisation of an archaeological site under excavation. This methodology and its improvements will be applied to the virtual reconstruction of this project as the excavation of this site advances; thus, one of the main outreach tools developed within the framework of Building Tartessos project will be made available to users as a final product.
亮点:提出将实时渲染与光线追踪技术作为遗产虚拟重建的工具。下一代视频游戏引擎(特别是虚幻引擎)的使用所提供的可能性是根据其在传统虚拟化中的应用进行评估的。在使用实时光线追踪技术作为创建和审查建筑假设的研究方法后,给出了对Casas del Turuñuelo Tartessian遗址进行虚拟重建的第一个结果。摘要:虚拟重建已成为研究和分析考古遗产的基本工具,因为它对研究和传播都很有用。尽管近年来该学科取得了指数级的发展,但大多数作业中使用的工作流仍然基于离线方法作为首选的渲染引擎。相比之下,本文提出了在实时绘制技术中用新的光线跟踪来代替这种方法;具体而言,作者使用虚幻引擎开发了虚拟重建工作,作为考古遗址挖掘过程中的研究工具,并传播了每个阶段的研究结果。其目的是利用该系统为视频游戏开发提供的计算高质量和逼真的照明和材料的即时性优势,以及在虚拟模型中的交互和沉浸感。本文强调:a)在迄今为止开展的工作中,在遗产重建中使用实时技术所带来的好处,以及b)其局限性及其未来随着技术的发展而演变。为了证明这一工具的有用性,作者介绍了Casas del Turuñuelo遗址(Guareña,Badajoz)的重建项目。它是西地中海保存最完好的原始历史遗址之一,这就是为什么将这项技术应用于本案例研究被认为是合适的。图鲁埃洛之家建筑的优秀建筑保护是评估将电子游戏引擎应用于遗产重建的有用性的一个非凡例子。该定居点是已知的第一个将该技术应用于遗产的例子,特别是应用于正在挖掘的考古遗址的虚拟化。随着该场地挖掘的推进,该方法及其改进将应用于该项目的虚拟重建;因此,在Building Tartessos项目框架内开发的主要外联工具之一将作为最终产品提供给用户。
{"title":"Application of real-time rendering technology to archaeological heritage virtual reconstruction: the example of Casas del Turuñuelo (Guareña, Badajoz, Spain)","authors":"E. Rodríguez González, Josep R. Casals Ausió, Sebastián Celestino Pérez","doi":"10.4995/var.2023.17460","DOIUrl":"https://doi.org/10.4995/var.2023.17460","url":null,"abstract":"Highlights:\u0000\u0000The use of real-time rendering with ray tracing technology as a tool for heritage virtual reconstruction is proposed.\u0000The possibilities that the use of next-generation video game engines, specifically Unreal Engine, offer are evaluated in terms of their application in heritage virtualisation.\u0000The first results of the virtual reconstruction of the Tartessian site of Casas del Turuñuelo are presented, after using real-time ray tracing technology as a research method to create and review architectural hypotheses.\u0000\u0000Abstract:\u0000Virtual reconstruction has become a fundamental tool to study and analyse archaeological heritage, given its usefulness for both research and dissemination. Although the discipline has advanced exponentially in recent years, the workflow used in most jobs is still based on the offline methodology as the preferred rendering engine. In contrast, this paper proposes the substitution of this methodology with the new ray tracing in real-time rendering technology; specifically, the authors used Unreal Engine to develop virtual reconstruction work as a research tool during the excavation of an archaeological site, as well as to disseminate the results of the study of each phase. The aim is to exploit the advantages of the immediacy of calculating high-quality and realistic lighting and materials, as well as the interaction and immersion in the virtual model that this system for the development of video games offers. This paper highlights: a) the benefits detected when using real-time technology in heritage reconstruction during the work carried out to date, and b) its limitations and its future evolution with the development of the technology. To demonstrate the usefulness of this tool, the authors present the reconstruction project of the Casas del Turuñuelo site (Guareña, Badajoz). It is one of the best preserved protohistoric sites in the Western Mediterranean, which is why applying this technology to this case study was considered appropriate. The excellent architectural preservation of the Casas del Turuñuelo building is an extraordinary example to assess the usefulness of applying video game engines to heritage reconstruction. This settlement is one of the first known examples of this technology being applied to heritage, specifically, to the virtualisation of an archaeological site under excavation. This methodology and its improvements will be applied to the virtual reconstruction of this project as the excavation of this site advances; thus, one of the main outreach tools developed within the framework of Building Tartessos project will be made available to users as a final product.","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":" ","pages":""},"PeriodicalIF":2.3,"publicationDate":"2022-08-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45963460","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}
Fernando Contreras Rodrigo, Adrián Fernández Sánchez
La Carta Arqueológica de Menorca (Islas Baleares, España) de temática subacuática se compone actualmente de 285 elementos que corresponden a pecios, fondeaderos y hallazgos aislados de diferentes periodos cronológicos. La plataforma del Sistema de Información Geográfica (SIG) que hemos diseñado pretendía definir para los próximos años, las líneas de investigación que se pudieran promover, así como recomendar los vestigios que merecen ser protegidos. El Departamento de Cultura del Consell Insular de Menorca tiene, entre sus líneas prioritarias, el conocimiento relacionado con la arqueología subacuática de la isla, con el objetivo principal de preservarlo, protegerlo, investigarlo y difundirlo. Con este propósito, en las últimas décadas, se han promovido proyectos y trabajos encaminados a conocer con mayor precisión el patrimonio arqueológico sumergido, elaborando inventarios y catálogos que se han ido insertando en la Carta Arqueológica de Menorca. La elaboración del proyecto de SIG ha querido estructurar y poner en orden la información que puede extraerse de la Carta Arqueológica, relacionándose a las temáticas que se han incorporado de los factores que condicionan los aspectos geofísicos y medioambientales asociados a la arqueología marítima de Menorca. Los análisis calculados en el SIG, han permitido definir las excelentes condiciones de algunas zonas marinas, que pudieron utilizarse como fondeaderos desde la antigüedad, y el litoral más probable de la isla, que puede ofrecer nuevos vestigios subacuáticos.
{"title":"Aplicación de un SIG a la arqueología subacuática de Menorca","authors":"Fernando Contreras Rodrigo, Adrián Fernández Sánchez","doi":"10.4995/var.2022.16917","DOIUrl":"https://doi.org/10.4995/var.2022.16917","url":null,"abstract":"La Carta Arqueológica de Menorca (Islas Baleares, España) de temática subacuática se compone actualmente de 285 elementos que corresponden a pecios, fondeaderos y hallazgos aislados de diferentes periodos cronológicos. La plataforma del Sistema de Información Geográfica (SIG) que hemos diseñado pretendía definir para los próximos años, las líneas de investigación que se pudieran promover, así como recomendar los vestigios que merecen ser protegidos. \u0000El Departamento de Cultura del Consell Insular de Menorca tiene, entre sus líneas prioritarias, el conocimiento relacionado con la arqueología subacuática de la isla, con el objetivo principal de preservarlo, protegerlo, investigarlo y difundirlo. Con este propósito, en las últimas décadas, se han promovido proyectos y trabajos encaminados a conocer con mayor precisión el patrimonio arqueológico sumergido, elaborando inventarios y catálogos que se han ido insertando en la Carta Arqueológica de Menorca.\u0000La elaboración del proyecto de SIG ha querido estructurar y poner en orden la información que puede extraerse de la Carta Arqueológica, relacionándose a las temáticas que se han incorporado de los factores que condicionan los aspectos geofísicos y medioambientales asociados a la arqueología marítima de Menorca. Los análisis calculados en el SIG, han permitido definir las excelentes condiciones de algunas zonas marinas, que pudieron utilizarse como fondeaderos desde la antigüedad, y el litoral más probable de la isla, que puede ofrecer nuevos vestigios subacuáticos.","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":" ","pages":""},"PeriodicalIF":2.3,"publicationDate":"2022-07-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42814369","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}
Digital surveying tools provide a highly accurate geometric representation of cultural heritage sites in the form of point cloud data. With the recent advances in interoperability between point cloud data and Building Information Modelling (BIM), digital heritage researchers have introduced the Heritage/Historic Information Modelling (HBIM) notion to the field. As heritage data require safeguarding strategies to ensure their sustainability, the process is closely tied to conservation actions in the architectural conservation field. Focusing on the intersection of the ongoing trends in HBIM research and the global needs for heritage conservation actions, this paper tackles methodological pipelines for the data-driven management of archaeological heritage places. It illustrates how HBIM discourse could be beneficial for easing value-based decision-making in the conservation process. It introduces digital data-driven conservation actions by implementing a novel methodology for ancient building remains in Erythrae archaeological site (Turkey). The research ranges from a) surveying the in-situ remains and surrounding stones of the Heroon remains with digital photogrammetry and terrestrial laser scanning to b) designing a database system for building archaeology. The workflow offers high geometric fidelity and management of non-geometric heritage data by testing out the suitability and feasibility for the study of material culture and the physical assessment of archaeological building remains. This methodology is a fully data-enriched NURBS-based (non-uniform rational basis spline) three-dimensional (3D) model—which is integrated and operational in the BIM environment— for the holistic conservation process. Using a state-of-the-art digital heritage approach can be applied from raw data (initial stages) to decision-making about an archaeological heritage site (final stages). In conclusion, the paper offers a method for data-driven conservation actions, and given its methodological framework, it lends itself particularly well to HBIM-related solutions for building archaeology.
{"title":"Data-driven conservation actions of heritage places curated with HBIM","authors":"Tugba Saricaoglu, G. Saygi","doi":"10.4995/var.2022.17370","DOIUrl":"https://doi.org/10.4995/var.2022.17370","url":null,"abstract":"Digital surveying tools provide a highly accurate geometric representation of cultural heritage sites in the form of point cloud data. With the recent advances in interoperability between point cloud data and Building Information Modelling (BIM), digital heritage researchers have introduced the Heritage/Historic Information Modelling (HBIM) notion to the field. As heritage data require safeguarding strategies to ensure their sustainability, the process is closely tied to conservation actions in the architectural conservation field. Focusing on the intersection of the ongoing trends in HBIM research and the global needs for heritage conservation actions, this paper tackles methodological pipelines for the data-driven management of archaeological heritage places. It illustrates how HBIM discourse could be beneficial for easing value-based decision-making in the conservation process. It introduces digital data-driven conservation actions by implementing a novel methodology for ancient building remains in Erythrae archaeological site (Turkey). The research ranges from a) surveying the in-situ remains and surrounding stones of the Heroon remains with digital photogrammetry and terrestrial laser scanning to b) designing a database system for building archaeology. The workflow offers high geometric fidelity and management of non-geometric heritage data by testing out the suitability and feasibility for the study of material culture and the physical assessment of archaeological building remains. This methodology is a fully data-enriched NURBS-based (non-uniform rational basis spline) three-dimensional (3D) model—which is integrated and operational in the BIM environment— for the holistic conservation process. Using a state-of-the-art digital heritage approach can be applied from raw data (initial stages) to decision-making about an archaeological heritage site (final stages). In conclusion, the paper offers a method for data-driven conservation actions, and given its methodological framework, it lends itself particularly well to HBIM-related solutions for building archaeology.","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":" ","pages":""},"PeriodicalIF":2.3,"publicationDate":"2022-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43134665","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}
This paper addresses the importance of a structural approach for identifying and interpreting building chronology, as well as for the establishment of historical stratigraphy. Through structural analyses, carried out on the oldest extant royal mausoleum in North Africa, the Medracen (4th-3rd century BC), located in eastern Algeria, it has been possible to identify building sequences and structural characteristics; a reinterpretation of its constructive sequence within a specific historical context was also suggested. A static linear Finite Element Method (FEM) analysis was performed on a simplified 3D model conceived with solid elements to assess the structural behaviour of the structure under the effect of its self-weight and to identify, consequently, its construction sequence. The equilibrium approach was effective in identifying the structure’s geometry. Results show that Medracen’s ancient restoration was a strengthening intervention strategy and had a symbolic aim related to the function of the funerary building. Restoration works, consisting of repairing specific parts of the building and adding an external cladding, as a whole architectural entity, contributed to reducing the effect of tensile stress, therefore, stabilizing the inner core. Besides, this same action was a means for the Numidian elite to transform an ancient monumental burial (sepulchrum) into a monument (monumentum) with cultural significance likely to convey socio-political messages relating to power and sovereignty. Therefore, we can speak of an “evolutionary restoration” that reflects the ambitions of the Numidian elite to become part of the Mediterranean orbit.
{"title":"Ancient restorations: computer-based structural approach for the identification and reinterpretation of the Medracen’s constructive sequence","authors":"Lamia Amokrane, T. Kassab, J. Monjo-Carrio","doi":"10.4995/var.2022.17394","DOIUrl":"https://doi.org/10.4995/var.2022.17394","url":null,"abstract":"This paper addresses the importance of a structural approach for identifying and interpreting building chronology, as well as for the establishment of historical stratigraphy. Through structural analyses, carried out on the oldest extant royal mausoleum in North Africa, the Medracen (4th-3rd century BC), located in eastern Algeria, it has been possible to identify building sequences and structural characteristics; a reinterpretation of its constructive sequence within a specific historical context was also suggested. A static linear Finite Element Method (FEM) analysis was performed on a simplified 3D model conceived with solid elements to assess the structural behaviour of the structure under the effect of its self-weight and to identify, consequently, its construction sequence. The equilibrium approach was effective in identifying the structure’s geometry. Results show that Medracen’s ancient restoration was a strengthening intervention strategy and had a symbolic aim related to the function of the funerary building. Restoration works, consisting of repairing specific parts of the building and adding an external cladding, as a whole architectural entity, contributed to reducing the effect of tensile stress, therefore, stabilizing the inner core. Besides, this same action was a means for the Numidian elite to transform an ancient monumental burial (sepulchrum) into a monument (monumentum) with cultural significance likely to convey socio-political messages relating to power and sovereignty. Therefore, we can speak of an “evolutionary restoration” that reflects the ambitions of the Numidian elite to become part of the Mediterranean orbit.","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":" ","pages":""},"PeriodicalIF":2.3,"publicationDate":"2022-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46156551","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}
La destrucción del Antiguo Palacio de Verano de Pekín tras el saqueo de las tropas franco-británicas en 1860 ha supuesto una pérdida inestimable en la historia de la arquitectura, calificado por varios autores como una de las maravillas de la arquitectura china.El artículo presenta la reconstrucción virtual y análisis geométrico del Pabellón de la Paz Universal del Antiguo Palacio, con unas características únicas en la arquitectura tradicional china tanto en su forma como en la combinación de los elementos estructurales de madera. Actualmente tan solo se conserva la plataforma de cimentación.Para la consecución de una reconstrucción rigurosa y precisa, se ha acudido a las fuentes originales de China y del Museo de la Ciudad Prohibida, traduciendo los antiguos textos del chino de la dinastía Qing y recopilando la documentación original existente. Los resultados incluyen nueva documentación inédita del proyecto.La reconstrucción del Pabellón de la Paz pretende continuar los esfuerzos realizados por la “Mission Palais d’Eté” (Misión del Palacio de Verano) entre 1983 y 1985, llevada a cabo por la cooperación de investigadores y arquitectos franceses y chinos. Recientemente, la institución “Cooperans” ha retomado las investigaciones sobre el Antiguo Palacio de Verano para fortalecer los vínculos culturales entre Europa y China.La reconstrucción digital del proyecto permite visualizar, analizar y entender un proyecto del que tan solo se conservan ruinas. Mediante la documentación de los restos de las antiguas ruinas y la exportación a sistemas de realidad virtual del pabellón Wanfanganhe, se establece un vínculo entre la arquitectura china y los usuarios interesados, suprimiendo las barreras lingüísticas. El proceso de la medición, modelado 3D y la traducción de los elementos fundamentales de la arquitectura tradicional china ha sido llevado a cabo con precisión para generar un modelo que represente una parte inolvidable de la historia china.
{"title":"Análisis constructivo y reconstrucción digital 3D de las ruinas del Antiguo Palacio de Verano de Pekín (Yuanmingyuan): el Pabellón de la Paz Universal (Wanfanganhe)","authors":"Yan Chen, Federico Luis del Blanco García","doi":"10.4995/var.2022.16523","DOIUrl":"https://doi.org/10.4995/var.2022.16523","url":null,"abstract":"La destrucción del Antiguo Palacio de Verano de Pekín tras el saqueo de las tropas franco-británicas en 1860 ha supuesto una pérdida inestimable en la historia de la arquitectura, calificado por varios autores como una de las maravillas de la arquitectura china.El artículo presenta la reconstrucción virtual y análisis geométrico del Pabellón de la Paz Universal del Antiguo Palacio, con unas características únicas en la arquitectura tradicional china tanto en su forma como en la combinación de los elementos estructurales de madera. Actualmente tan solo se conserva la plataforma de cimentación.Para la consecución de una reconstrucción rigurosa y precisa, se ha acudido a las fuentes originales de China y del Museo de la Ciudad Prohibida, traduciendo los antiguos textos del chino de la dinastía Qing y recopilando la documentación original existente. Los resultados incluyen nueva documentación inédita del proyecto.La reconstrucción del Pabellón de la Paz pretende continuar los esfuerzos realizados por la “Mission Palais d’Eté” (Misión del Palacio de Verano) entre 1983 y 1985, llevada a cabo por la cooperación de investigadores y arquitectos franceses y chinos. Recientemente, la institución “Cooperans” ha retomado las investigaciones sobre el Antiguo Palacio de Verano para fortalecer los vínculos culturales entre Europa y China.La reconstrucción digital del proyecto permite visualizar, analizar y entender un proyecto del que tan solo se conservan ruinas. Mediante la documentación de los restos de las antiguas ruinas y la exportación a sistemas de realidad virtual del pabellón Wanfanganhe, se establece un vínculo entre la arquitectura china y los usuarios interesados, suprimiendo las barreras lingüísticas. El proceso de la medición, modelado 3D y la traducción de los elementos fundamentales de la arquitectura tradicional china ha sido llevado a cabo con precisión para generar un modelo que represente una parte inolvidable de la historia china.","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":" ","pages":""},"PeriodicalIF":2.3,"publicationDate":"2022-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47106384","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}
Raúl Miranda-Gómez, H. Cabadas-Báez, X. Antonio-Némiga, Norma Dávila-Hernández
Mexico’s vast archaeological research tradition has increased with the use of remote sensing technologies; however, this recent approach is still costly in emerging market economies. In addition, the scales of prospection, landscape, and violence affect the type of research that heritage-culture ministries and universities can conduct. In Central Mexico, researchers have studied the pre-Hispanic Settlement Pattern during the Mesoamerican Postclassic (900-1521 AD) within the scope of the Aztec Empire and its conquests. There are settlements indications before and during the rule of the central empire, but the evidence is difficult to identify, particularly in the southwest of the capital, in the transition between the Lerma and Balsas River basins and their political-geographical complexities. This research focuses on a Geographic Information System (GIS)-based processing of multiple source data, the potential prospection of archaeological sites based on spatial data integration from Sentinel-2 optical sensors, Unmanned Aerial Vehicle (UAV), Digital Terrain Model (DTM), Normalized Difference Vegetation Index (NDVI) and field validation. What is revealed is the relationship between terrain morphologies and anthropic modifications. A binary map expresses possible archaeological remnants as a percentage; NDVI pixels and the morphometry values were associated with anthropic features (meso-reliefs with a tendency to regular geometries: slope, orientation, and roughness index); they were then interpreted as probable archaeological evidence. Within archaeological fieldwork, with limited resources (time, funding and staff), this approach proposes a robust method that can be replicated in other mountainous landscapes that are densely covered by vegetation.
{"title":"Geospatial integration in mapping pre-Hispanic settlements within Aztec empire limits","authors":"Raúl Miranda-Gómez, H. Cabadas-Báez, X. Antonio-Némiga, Norma Dávila-Hernández","doi":"10.4995/var.2022.16106","DOIUrl":"https://doi.org/10.4995/var.2022.16106","url":null,"abstract":"Mexico’s vast archaeological research tradition has increased with the use of remote sensing technologies; however, this recent approach is still costly in emerging market economies. In addition, the scales of prospection, landscape, and violence affect the type of research that heritage-culture ministries and universities can conduct. In Central Mexico, researchers have studied the pre-Hispanic Settlement Pattern during the Mesoamerican Postclassic (900-1521 AD) within the scope of the Aztec Empire and its conquests. There are settlements indications before and during the rule of the central empire, but the evidence is difficult to identify, particularly in the southwest of the capital, in the transition between the Lerma and Balsas River basins and their political-geographical complexities. This research focuses on a Geographic Information System (GIS)-based processing of multiple source data, the potential prospection of archaeological sites based on spatial data integration from Sentinel-2 optical sensors, Unmanned Aerial Vehicle (UAV), Digital Terrain Model (DTM), Normalized Difference Vegetation Index (NDVI) and field validation. What is revealed is the relationship between terrain morphologies and anthropic modifications. A binary map expresses possible archaeological remnants as a percentage; NDVI pixels and the morphometry values were associated with anthropic features (meso-reliefs with a tendency to regular geometries: slope, orientation, and roughness index); they were then interpreted as probable archaeological evidence. Within archaeological fieldwork, with limited resources (time, funding and staff), this approach proposes a robust method that can be replicated in other mountainous landscapes that are densely covered by vegetation.","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":" ","pages":""},"PeriodicalIF":2.3,"publicationDate":"2022-05-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45599274","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}
Gabriel García Atiénzar, Virginia Barciela González, Neemías Santos da Rosa, M. Díaz-Andreu
El análisis de la distribución espacial de los abrigos con arte rupestre y su relación con la creación de paisajes sociales por parte de sociedades prehistóricas se ha planteado desde diferentes perspectivas desde los años ochenta del siglo XX. Estas aproximaciones se han centrado en averiguar de qué modo estos conjuntos artísticos ofrecen claves sobre cómo se vertebraron los paisajes. Desde hace dos décadas, estas aproximaciones se han realizado a través de herramientas derivadas de los Sistemas de Información geográfica (SIG), particularmente para analizar y modelizar los patrones de visibilidad. Sin embargo, las diferentes modelizaciones han llevado a resultados, en ocasiones, contradictorios. Como medio para ahondar en estas y otras cuestiones, en este trabajo nos centraremos en el arte rupestre macroesquemático (ARM) a través de diferentes escalas de análisis. La primera analiza, desde un punto de vista iconográfico, los diferentes motivos. La segunda escala presta atención a la distribución espacial de estos motivos, así como su concentración en determinados sitios. Por último, la tercera escala modeliza la percepción visual y sonora a través del empleo de diferentes herramientas SIG. En este punto se realiza una evaluación crítica, tanto de las bases cartográficas como de los procedimientos empleados en la modelización de los paisajes visuales y sonoros. La concatenación de estas unidades de análisis permite aproximarnos a la articulación social del paisaje neolítico a partir de un fenómeno artístico tan concreto y particular como es el ARM.
{"title":"La modelización del paisaje: iconografía y percepciones visual y sonora en el arte rupestre macroesquemático","authors":"Gabriel García Atiénzar, Virginia Barciela González, Neemías Santos da Rosa, M. Díaz-Andreu","doi":"10.4995/var.2022.16998","DOIUrl":"https://doi.org/10.4995/var.2022.16998","url":null,"abstract":"El análisis de la distribución espacial de los abrigos con arte rupestre y su relación con la creación de paisajes sociales por parte de sociedades prehistóricas se ha planteado desde diferentes perspectivas desde los años ochenta del siglo XX. Estas aproximaciones se han centrado en averiguar de qué modo estos conjuntos artísticos ofrecen claves sobre cómo se vertebraron los paisajes. Desde hace dos décadas, estas aproximaciones se han realizado a través de herramientas derivadas de los Sistemas de Información geográfica (SIG), particularmente para analizar y modelizar los patrones de visibilidad. Sin embargo, las diferentes modelizaciones han llevado a resultados, en ocasiones, contradictorios. Como medio para ahondar en estas y otras cuestiones, en este trabajo nos centraremos en el arte rupestre macroesquemático (ARM) a través de diferentes escalas de análisis. La primera analiza, desde un punto de vista iconográfico, los diferentes motivos. La segunda escala presta atención a la distribución espacial de estos motivos, así como su concentración en determinados sitios. Por último, la tercera escala modeliza la percepción visual y sonora a través del empleo de diferentes herramientas SIG. En este punto se realiza una evaluación crítica, tanto de las bases cartográficas como de los procedimientos empleados en la modelización de los paisajes visuales y sonoros. La concatenación de estas unidades de análisis permite aproximarnos a la articulación social del paisaje neolítico a partir de un fenómeno artístico tan concreto y particular como es el ARM.","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":" ","pages":""},"PeriodicalIF":2.3,"publicationDate":"2022-05-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46829010","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}
Digitization, three-dimensional (3D) documentation and visualization of archaeological materials are processes in increasing development that are used for the enhancement of heritage. These tools have multiple uses for the analysis and research of archaeological objects, although their use in pottery forming techniques studies is less explored. In this paper, diverse digital methods are explored in the study of pottery forming macro-traces, using the 3D model of an archaeological vessel from South-Central Andes. This case is proposed as a pilot study, aiming to reveal the potential of digital techniques for understanding pottery forming techniques. The particular case analysed corresponds to a globular pot of the Humahuaca Black-on-Red style, recovered at the Pucara de Volcán archaeological site, in Quebrada de Humahuaca (Jujuy, Argentina). Initial studies of macro-traces on the pot suggested the use of paddling as the forming technique. The workflow used to contrast this hypothesis included the generation of a 3D model by close-range photogrammetry; and the analysis of the resulting point-cloud and mesh using Morphological Residue Model (MRM) and Virtual Reflectance Transformation Imaging Visualization (V-RTI), with diverse open-source software packages, such as AliceVision Metashape and CloudCompare. These methods increased the micro-topography visibility of the pot surface. As a result, the presence of sub-circular depressions in the body of the pot -similar to percussion cupules-, horizontal pressure lines in the collar, and micro-pull-outs in the maximal diameter of the pot were described. These macro-traces were interpreted as corresponding to the paddling technique used for the elaboration of the pot body —a technique not previously identified in pre-Hispanic traditional pottery manufacturing in the north of Argentina—, and of coiling for manufacturing the collar. The digital methods explored have great potential in the study of pottery forming techniques, although their scope depends on the accuracy of the 3D model analysed.
考古材料的数字化、三维(3D)文档和可视化是不断发展的过程,用于增强遗产。这些工具在考古物品的分析和研究中有多种用途,尽管它们在陶器成型技术研究中的用途很少被探索。本文利用安第斯山脉中南部一艘考古船的3D模型,探索了多种数字方法来研究陶器形成的宏观痕迹。这个案例被提出作为一个试点研究,旨在揭示数字技术在理解陶器成型技术方面的潜力。所分析的特定案例对应于一个Humahuaca红上黑风格的球状壶,该壶在位于Quebrada de Humahuca(阿根廷Jujuy)的Pucara de Volcán考古遗址发现。对锅上宏观痕迹的初步研究表明,使用划桨作为成型技术。用于对比这一假设的工作流程包括通过近距离摄影测量生成3D模型;以及使用形态残差模型(MRM)和虚拟反射变换成像可视化(V-RTI),以及各种开源软件包(如AliceVision Metashape和CloudCompare)对所得点云和网格进行分析。这些方法提高了锅表面的微观形貌可见性。因此,描述了壶体中存在的亚圆形凹陷(类似于冲击杯)、套环中的水平压力线以及壶最大直径中的微小拉出。这些宏观痕迹被解释为对应于用于壶身制作的划水技术——这是阿根廷北部前西班牙裔传统陶器制造中没有发现的技术——以及用于制造项圈的盘绕技术。所探索的数字方法在陶器成型技术研究中具有巨大潜力,尽管其范围取决于所分析的3D模型的准确性。
{"title":"Andean pre-Hispanic pottery forming 3D analysis: a pilot study from Quebrada de Humahuaca (Argentina) using digital methods","authors":"Agustina Scaro","doi":"10.4995/var.2022.16863","DOIUrl":"https://doi.org/10.4995/var.2022.16863","url":null,"abstract":"Digitization, three-dimensional (3D) documentation and visualization of archaeological materials are processes in increasing development that are used for the enhancement of heritage. These tools have multiple uses for the analysis and research of archaeological objects, although their use in pottery forming techniques studies is less explored. In this paper, diverse digital methods are explored in the study of pottery forming macro-traces, using the 3D model of an archaeological vessel from South-Central Andes. This case is proposed as a pilot study, aiming to reveal the potential of digital techniques for understanding pottery forming techniques. The particular case analysed corresponds to a globular pot of the Humahuaca Black-on-Red style, recovered at the Pucara de Volcán archaeological site, in Quebrada de Humahuaca (Jujuy, Argentina). Initial studies of macro-traces on the pot suggested the use of paddling as the forming technique. The workflow used to contrast this hypothesis included the generation of a 3D model by close-range photogrammetry; and the analysis of the resulting point-cloud and mesh using Morphological Residue Model (MRM) and Virtual Reflectance Transformation Imaging Visualization (V-RTI), with diverse open-source software packages, such as AliceVision Metashape and CloudCompare. These methods increased the micro-topography visibility of the pot surface. As a result, the presence of sub-circular depressions in the body of the pot -similar to percussion cupules-, horizontal pressure lines in the collar, and micro-pull-outs in the maximal diameter of the pot were described. These macro-traces were interpreted as corresponding to the paddling technique used for the elaboration of the pot body —a technique not previously identified in pre-Hispanic traditional pottery manufacturing in the north of Argentina—, and of coiling for manufacturing the collar. The digital methods explored have great potential in the study of pottery forming techniques, although their scope depends on the accuracy of the 3D model analysed. ","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":" ","pages":""},"PeriodicalIF":2.3,"publicationDate":"2022-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46471914","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}