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Dissemination, assessment and management of historic buildings by thematic virtual tours and 3D models 通过主题虚拟旅游和3D模型传播、评估和管理历史建筑
IF 2.3 Q1 Social Sciences Pub Date : 2022-01-21 DOI: 10.4995/VAR.2022.15426
M. De Fino, S. Bruno, F. Fatiguso
The digitalization of the historical-architectural heritage for virtual reality (VR) applications is crucial within the contemporary scientific and technical debate for several aspects. In fact, beyond the exploration for education and entertainment purposes, the employment of three-dimensional (3D) reality-based and computer-based models and environments seems to be very promising for performance assessment and risk management as well. Particularly, in order to develop and validate smart, low-cost and user-friendly tools, which might apply even in cases of limited time and budget, the present paper is going to propose a methodological workflow based on thematic virtual tours of 360° scenes, which integrate a variety of informative contents and digital products as external hotspots/switches. The VR tours, where 3D models might play a key role for an accurate representation of relevant parts and/or analytical elaboration of further data, are conceived as flexible and scalable solutions, supporting users, technicians and authorities through remote access, diagnosis of the state of conservation and communication of safety measures. The application of the proposed methods and techniques to a representative case study, the Norman-Swabian Castle of Gioia del Colle (Ba), South Italy, is presented in order to illustrate the achievable results and highlight the benefit of innovative “digital” solutions for data collection, storage and communication, compared to the traditional “analogical” practices. In detail, a Web-GIS platform, developed within a previous research project, is integrated with direct links to three thematic virtual tours that provide added contents for inclusive dissemination (timeline schemes, aerial views, 3D sculptural and architectural details), performance assessment (diagnostic reports, decay maps, 3D reconstructions of technical components) and risk management (exit signs, help instructions, warnings). Thus, the VR tours, while documenting realistically the state of the site, might act as host environments of digital products, at increasing complexity, all displayed according to an intuitive and accessible communication approach.Highlights:• Virtual tours of 360° scenes, linking thematic digital contents, are proposed as intuitive and versatile tools for smart documentation, conservation and protection of historical buildings.• The role of 3D reality-based and computer-based models is discussed toward their integration and correlation within thematic virtual tours of 360° scenes.• The potential of immersive environments for sharing knowledge about conservation issues and training users on safety measures in historic buildings is underlined.
虚拟现实(VR)应用的历史建筑遗产数字化在当代科学和技术辩论的几个方面至关重要。事实上,除了出于教育和娱乐目的的探索之外,使用基于三维现实和计算机的模型和环境似乎对绩效评估和风险管理也很有前景。特别是,为了开发和验证智能、低成本和用户友好的工具,即使在时间和预算有限的情况下也可能适用,本文将提出一种基于360°场景主题虚拟游览的方法论工作流程,该工作流程将各种信息内容和数字产品作为外部热点/开关进行集成。虚拟现实之旅,3D模型可能在准确表示相关部分和/或分析进一步数据方面发挥关键作用,被视为灵活和可扩展的解决方案,通过远程访问、诊断保护状态和沟通安全措施来支持用户、技术人员和当局。将所提出的方法和技术应用于一个具有代表性的案例研究,即意大利南部Gioia del Colle(Ba)的Norman Swabian城堡,以说明可实现的结果,并强调与传统的“类比”实践相比,数据收集、存储和通信的创新“数字”解决方案的好处。详细地说,在之前的一个研究项目中开发的网络GIS平台与三个主题虚拟之旅的直接链接相结合,为包容性传播提供了额外的内容(时间线方案、鸟瞰图、3D雕塑和建筑细节),性能评估(诊断报告、衰变图、技术部件的3D重建)和风险管理(出口标志、帮助说明、警告)。因此,虚拟现实之旅在真实地记录网站状态的同时,可能会成为数字产品的宿主环境,其复杂性越来越高,所有这些都是根据直观和可访问的通信方法显示的。亮点:•360°场景的虚拟游览,链接主题数字内容,被认为是智能记录、历史建筑保护和保护的直观而通用的工具。•讨论了基于3D现实和基于计算机的模型在360°场景主题虚拟之旅中的集成和关联作用。•强调了沉浸式环境在分享保护问题知识和培训用户历史建筑安全措施方面的潜力。
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引用次数: 6
Documentación y análisis de un cepo de ancla romano y sus elementos iconográficos y epigráficos sellados 罗马锚桩及其密封的肖像和铭文元素的记录和分析
IF 2.3 Q1 Social Sciences Pub Date : 2022-01-21 DOI: 10.4995/var.2022.15349
Elisa Fernandez-Tudela, Luis C. Zambrano, L. Lagóstena, M. Bethencourt
This paper aims to present the documentation and analysis methodology carried out on a lead trap from the ancient period, which belongs to the collection of traps in the Museum of Cádiz (Andalusia, Spain). The anchor stock had some interesting characteristics for this research. On the one hand, from the point of view of conservation and restoration, due to the alterations it presented. On the other hand, from a historical and archaeological point of view, it showed signs of reliefs on its surface hidden under the alteration products. The removal of the different layers of alteration that covered the surface during conservation and restoration treatments revealed an unpublished iconographic and epigraphic programme, as well as possible marks of use and manufacture. The poor state of conservation of the original surface made it impossible to visualise the details as a whole, so we applied photogrammetric methods, and subsequently processed models using various GIS analysis and point cloud processing softwares.Two photogrammetric models (in Agisoft PhotoScan) were made to document the trap in general: one prior to the conservation and restoration process; and a second three-dimensional (3D) model once the surface had been cleaned. The purpose of the second model was to visualise the reliefs programme in general, as well as the different surface details. The first complete 3D model of the object was used to perform a virtual reconstruction of the anchor including the elements that did not preserve, using a 3D modelling program (Blender).Nine areas of the stock surface were selected for the analyses of the various iconographic and epigraphic features, which were documented and processed in Agisoft PhotoScan. The Digital Elevation Model (DEM) and point cloud models were then processed with different analyses tools in Geographic Information System (GIS) (such as QGIS) and point cloud processing software (CloudCompare). Our results document a piece of highly interesting information from its surface consisting of reliefs of four dolphins; at least four rectangular stamps: two of them with possible inscriptions, and an anthropomorphic figure. Thanks to the comparative data, we conclude that the four dolphins were made with the same stamp during the stock manufacturing process. Further, we were able to reconstruct the dolphin stamp, partially preserved in each of the reliefs, by unifying the 3D models, thus revealing the original set. This system of stamping by means of reusable dies is well known in other elements such as amphorae but has not been studied in the specific case of lead traps.In the case of the epigraphic elements, the 3D documentation methodology revealed numerous micro-surface details, not visible under conventional documentation techniques, which could help specialists to interpret these inscriptions. Although they have not been analysed in this research, its documentation has promoted the appreciation of surface details that could refer t
本文旨在介绍对古代时期的铅陷阱进行的文献记录和分析方法,该陷阱属于Cádiz博物馆(西班牙安达卢西亚)的陷阱收藏。锚桩具有一些值得研究的特点。一方面,从保护和修复的角度来看,由于它所呈现的变化。另一方面,从历史和考古的角度来看,它的表面显示出隐藏在改造产物下的浮雕迹象。在保护和修复过程中,覆盖在表面的不同层次的变化被移除,揭示了一个未发表的图像和铭文程序,以及可能的使用和制造标记。由于原始地表的保护状况不佳,因此无法将细节整体可视化,因此我们采用了摄影测量方法,并随后使用各种GIS分析和点云处理软件处理模型。制作了两个摄影测量模型(在Agisoft PhotoScan中)来记录陷阱的一般情况:一个在保护和恢复过程之前;一旦表面被清洁,第二个三维(3D)模型。第二个模型的目的是将总体的救济方案以及不同的表面细节可视化。使用3D建模程序(Blender),使用对象的第一个完整3D模型对锚进行虚拟重建,包括未保留的元素。选择9个区域的库存表面的各种图像和铭文特征的分析,这是记录和Agisoft PhotoScan处理。然后使用地理信息系统(GIS)(如QGIS)和点云处理软件(CloudCompare)中的不同分析工具对数字高程模型(DEM)和点云模型进行处理。我们的研究结果从它的表面记录了一条非常有趣的信息,包括四只海豚的浮雕;至少四枚长方形邮票:其中两枚可能有题字,还有一个拟人的人物。通过对比数据,我们得出结论,这四只海豚是在库存制造过程中用同一枚印章制作的。此外,通过统一3D模型,我们能够重建每个浮雕中部分保存的海豚印章,从而揭示了原始的集合。这种冲压系统的手段可重复使用的模具是众所周知的其他元素,如双耳罐,但尚未研究在铅陷阱的具体情况。在铭文元素的案例中,3D记录方法揭示了许多微观表面细节,这些细节在传统的记录技术下是不可见的,这可以帮助专家解释这些铭文。虽然在本研究中没有对它们进行分析,但它的文件促进了对可能涉及制造过程(模具和工具)或使用痕迹的表面细节的欣赏,提供了关于该对象的历史信息。同时,对锚的虚拟重构有助于对锚的尺寸和原貌进行假设。所使用的不同工具,如使用阴影映射的光栅分析和点云对齐,被证明是非常有效的。它们已经实现了既定的目标,并帮助建立了一种可能的分析方法,用于未来带有装饰元素的铅陷阱。这类从水下打捞上来的文物在博物馆藏品中很常见。在许多情况下,由于它们的大小和重量,它们的保存状态和处理困难使得很难记录表面细节。在这种情况下,保护和3D文档的多学科工作允许高质量的文档,易于访问和研究人员之间的交换。与其他传统方法相比,摄影测量技术与虚拟RTI的结合使用为物体提供了一种非侵入性的方法,成本低,易于处理。
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引用次数: 2
Building archaeology informative modelling turned into 3D volume stratigraphy and extended reality time-lapse communication 建筑考古信息建模转化为三维体积地层学和扩展现实延时通信
IF 2.3 Q1 Social Sciences Pub Date : 2022-01-21 DOI: 10.4995/VAR.2022.15313
F. Banfi, R. Brumana, A. Landi, M. Previtali, F. Roncoroni, C. Stanga
This paper describes the case study of the damaged church of St. Francesco in the hamlet of Arquata del Tronto (Italy) that was struck by the earthquake in 2016. The municipality commissioned the research to support the preliminary design of the preservation plan. The first digitisation level has been started from the richness of surveying data acquired from static and dynamic terrestrial laser scanning (TLS), and photogrammetry, overcoming challenging constraints due to the scaffolding covering the surfaces. The geometric survey allowed authors to acquire massively geometric and material information supporting the three-dimensional (3D) volume stratigraphic and the creation of the Heritage Building Information Modelling (HBIM). The paper proposes a shift from the Geographic Information System (GIS)-based analysis of the materials toward spatial HBIM management. Building Archaeology is turned into HBIM 3D volume stratigraphy, overcoming the bidimensional (2D) surface mapping, in favour of a 3D understanding of direct and indirect sources. Material mapping is added to HBIM 3D volume stratigraphy, and each stratigraphic unit (SU) has its proprieties. The 3D volume stratigraphic database has been designed to collect the data on the unit detection at three levels (direct sources data collection, indirect data documentation, the relation among the BIM object elements). A common data environment (CDE) has been set up to share the 3D volume informative models that can be accessed, and all the information gathered. The knowledge transfer using the eXtended reality (XR) has been devoted to the citizen and tourist fruition, enhancing the comprehension of difficult concepts like the SUs to support a better critical 3D reconstruction. It includes the phases of construction across time-lapse documentation that validates related information within the building archaeology informative models leaving spaces to the uncertainty and documenting the relationship established so far thanks to the direct and indirect sources. The result obtained is a live digital twin that can be continuously updated, which justifies the costs and time demanding of HBIM despite 2D drawings.Highlights: • 3D survey and scan-to-HBIM process for the creation of a digital twin were oriented to the preliminary design of the preservation plan of the church of St. Francesco in Arquata del Tronto (Italy). • Stratigraphy is investigated and oriented towards a digitisation process to share different levels of knowledge through new forms of digital-sharing such as Common Data Environment (CDE) and cloud-based BIM platform. • eXtended reality (XR) is the final tool to reach new levels of communication and a wider audience characterised by experts in the construction sector and virtual and non-expert tourists.
本文描述了2016年意大利Arquata del Tronto小村庄圣弗朗西斯科教堂受损的案例研究。市政当局委托进行这项研究,以支持保护计划的初步设计。第一个数字化水平是从静态和动态地面激光扫描(TLS)以及摄影测量获得的丰富测量数据开始的,克服了由于覆盖表面的脚手架而带来的挑战性限制。几何调查使作者能够获得大量的几何和材料信息,支持三维(3D)体积地层和遗产建筑信息建模(HBIM)的创建。本文提出了从基于地理信息系统(GIS)的材料分析向空间HBIM管理的转变。建筑考古被转化为HBIM三维体积地层学,克服了二维(2D)表面测绘,有利于对直接和间接来源的三维理解。HBIM三维体积地层学增加了物质测绘,每个地层单元(SU)都有其自身的特点。三维体积地层数据库旨在收集三个层面的单元探测数据(直接来源数据收集、间接数据文档、BIM对象元素之间的关系)。已经建立了一个通用数据环境(CDE)来共享可以访问的3D体积信息模型以及收集的所有信息。使用扩展现实(XR)的知识转移致力于公民和游客的成果,增强对SU等困难概念的理解,以支持更好的关键3D重建。它包括跨越时间推移文件的施工阶段,这些文件验证了建筑考古信息模型中的相关信息,为不确定性留出了空间,并记录了迄今为止由于直接和间接来源而建立的关系。所获得的结果是一个可以持续更新的实时数字孪生,这证明了尽管有2D图纸,HBIM的成本和时间要求是合理的。亮点:•创建数字双胞胎的HBIM过程的3D调查和扫描面向Arquata del Tronto(意大利)圣弗朗西斯科教堂保护计划的初步设计。•地层学被研究并面向数字化过程,通过新的数字共享形式,如通用数据环境(CDE)和基于云的BIM平台,共享不同水平的知识。•扩展现实(XR)是达到新的沟通水平和更广泛受众的最终工具,其特点是建筑行业的专家以及虚拟和非专家游客。
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引用次数: 15
Crania Canaria 2.0: construyendo una colección virtual de cráneos Crania Canaria 2.0:建立一个虚拟的头骨收藏
IF 2.3 Q1 Social Sciences Pub Date : 2022-01-21 DOI: 10.4995/var.2022.16082
Alexia Serrano-Ramos
El Museo Canario stores a large collection of aboriginal skulls that have been essential to the study of the origin and chronology of the population of the Canary archipelago since the 19th century. Regrettably, research has been dominated by biased and racial interpretations of both bioarchaeological and cultural evidence. When scientific racism and craniometric studies were rejected, studies of the Canarian indigenous skulls variability was also abandoned without replies. However, digital technologies and virtual sciences allow us to improve research and re-evaluate old paradigms. In this work, we present a digitalisation project aiming to construct a virtual database of the indigenous Canarian skulls, using a simple method of digitalisation that is very suitable to deal with large collections- The procedure, involving a  portable 3D structured light scanner has allowed us to digitally reproduce more than 400 skulls stored at  Museo Canario. This work offers a wide variety of possibilities for archaeology and anthropology. The versatility of 3D digital models enables the generation of interactive documentation, educational material for digital conservation and dissemination purposes. Indeed, 3D models are easily shared and can be displayed over diverse web-based repositories and online platforms and so, creating virtual online museums. We have created a profile in Sketchfab (https://sketchfab.com/craniacanaria2.0) where we intend to upload gradually the complete virtual collection of skulls we have realised. Moreover, digital skulls can serve as research objects. We discuss the advantages of studying 3D objects in a computerised environment, which includes traditional anthropometric studies (linear measurements and angles) but also 3D geometric morphometric approaches. In fact, in future studies, we will apply 3D geometric morphometrics for reassessing skull variation of ancient Canarians going beyond old paradigms and taking into account the latest advances in archaeology, anthropology and genetics in Canarian research. Highlights:- El Museo Canario stores an exceptional human skull collection that has served as the basis for numerous studies seeking to reveal the origin and chronology of the indigenous population.- This study presents an easy methodology for obtaining digital imagery using a 3D surface scanner, which allows constructing a virtual skull collection comprising more than 400 individuals.- Virtual 3D models have numerous advantages and applications in anthropology and archaeology, not only improving research but also permitting the re-evaluation of old paradigms.
自19世纪以来,加那利群岛博物馆收藏了大量原住民头骨,这些头骨对研究加那利群岛人口的起源和年表至关重要。遗憾的是,研究一直被对生物考古和文化证据的偏见和种族解释所主导。当科学种族主义和颅计量学研究被拒绝时,对加那利土著颅骨变异性的研究也被放弃了,没有得到答复。然而,数字技术和虚拟科学使我们能够改进研究并重新评估旧范式。在这项工作中,我们提出了一个数字化项目,旨在构建一个本地加那利头骨的虚拟数据库,使用一种非常适合处理大型收藏品的简单数字化方法-该过程涉及便携式3D结构光扫描仪,使我们能够数字化复制存储在加那利奥博物馆的400多个头骨。这项工作为考古学和人类学提供了广泛的可能性。3D数字模型的多功能性可以生成交互式文档、教育材料,用于数字保存和传播目的。事实上,3D模型很容易共享,可以在各种基于网络的存储库和在线平台上展示,从而创建虚拟在线博物馆。我们已经在Sketchfab (https://sketchfab.com/craniacanaria2.0)中创建了一个配置文件,我们打算逐步上传我们已经实现的头骨的完整虚拟集合。此外,数字头骨可以作为研究对象。我们讨论了在计算机化环境中研究3D物体的优势,包括传统的人体测量学研究(线性测量和角度),以及3D几何形态测量方法。事实上,在未来的研究中,我们将应用三维几何形态计量学来重新评估古加那利人的头骨变异,超越旧的范式,并考虑到加那利人研究中考古学、人类学和遗传学的最新进展。亮点:- El Museo Canario储存了一个特殊的人类头骨收藏,作为许多研究的基础,试图揭示土著人口的起源和年代。-本研究提出了一种使用3D表面扫描仪获取数字图像的简单方法,该方法允许构建包含400多个个体的虚拟颅骨集合。-虚拟3D模型在人类学和考古学中具有许多优势和应用,不仅可以改进研究,还可以重新评估旧范式。
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引用次数: 0
Proyectos de digitalización y realidad virtual en el patrimonio arqueológico. El caso del yacimiento de la Motilla del Azuer en Daimiel (Ciudad Real) 考古遗产数字化和虚拟现实项目。以Daimiel (Ciudad Real)的Motilla del Azuer遗址为例
IF 2.3 Q1 Social Sciences Pub Date : 2022-01-21 DOI: 10.4995/var.2022.15004
Miguel Torres Mas, Víctor Manuel López-Menchero Bendicho, Julio López Tercero, Juan Torrejón Valdelomar, Herbert Maschner
This article presents the virtualization project of the Motilla del Azuer archaeological site in Daimiel (Ciudad Real, Spain). This project is using new and unique tools for the research, documentation, interpretation and dissemination of this important prehistoric site. The incorporation of advanced technological tools in the field of archaeological and cultural heritage, such as digital documentation and virtual reality (VR), are creating new avenues for managing cultural legacies. Modern advances in 3D digitization and VR allow the application of these techniques on a wide range of cultural assets with different characteristics and chronologies, opening a broad spectrum of new possibilities in research, education, and public outreach. This is an expanding area of heritage management as it creates a positive impact on the economic, cultural and social activities of local communities and regions. Because of these positive impacts, more and more stakeholders such as institutions, administrations, and heritage organisations are taking an active interest in this sector of technological development. In the case of the Motilla del Azuer archaeological site, the digitization and virtualization work undertaken, along with other dissemination activities, have provided critical products for the presentation, interpretation, and promotion of this monument.La Motilla del Azuer is one of the most unique archaeological sites in Spain. Dating from the Bronze Age, it is a fortification with a central plan, formed by three lines of concentric walls distributed around a central tower (Fig. 2). Inside, the labyrinthine shape of the access systems is remarkable, made up of narrow corridors, stairs, ramps... This defensive enclosure allowed the protection and control of essential products for the people of the Bronze Age. Its true uniqueness is that it encloses monumental water well more than 15 m deep.La Motilla del Azuer is open to the public and receives thousands of visitors each year. But for conservation reasons, the number of people who can access the site is highly controlled. Likewise, due to its defensive nature and its age, it is a space through which it is difficult to circulate, which makes it impossible for people with reduced mobility to visit. For these and other reasons, the Daimiel City Council in collaboration with the US non-profit entity Global Digital Heritage and the Spanish company Myou Software, has developed a project to digitize the archaeological site and make it accessible through an installed VR system, located permanently in the Daimiel Museum, the interpretation centre for the site (Fig. 10). This facility is designed to be used both by people in wheelchairs or with reduced mobility, as well as all visitors to the museum, and provides a realistic virtual tour of the site. To achieve this level of realism, a detailed 3D digitization of the site using photogrammetry, laser scanning, and 3D spherical photography was undertaken, and a VR
本文介绍了在Daimiel (Ciudad Real,西班牙)的Motilla del Azuer考古遗址的虚拟化项目。这个项目正在使用新的和独特的工具来研究、记录、解释和传播这个重要的史前遗址。数字文献和虚拟现实(VR)等先进技术工具在考古和文化遗产领域的结合,正在为管理文化遗产创造新的途径。3D数字化和虚拟现实技术的现代进步使这些技术能够应用于具有不同特征和年代的各种文化资产,为研究、教育和公众宣传开辟了广泛的新可能性。这是一个不断扩大的遗产管理领域,因为它对当地社区和地区的经济、文化和社会活动产生了积极影响。由于这些积极的影响,越来越多的利益相关者,如机构、行政部门和遗产组织,正在积极关注这一技术发展领域。在Motilla del Azuer考古遗址的案例中,数字化和虚拟化工作以及其他传播活动为该纪念碑的展示、解释和推广提供了重要的产品。La Motilla del Azuer是西班牙最独特的考古遗址之一。它的历史可以追溯到青铜器时代,是一个中央规划的防御工事,由围绕中心塔楼分布的三行同心墙组成(图2)。在内部,迷宫形状的通道系统非常引人注目,由狭窄的走廊、楼梯、坡道……这种防御性的围墙可以保护和控制青铜时代人们的基本产品。它真正的独特之处在于它环绕着超过15米深的巨大水井。La Motilla del Azuer向公众开放,每年接待成千上万的游客。但出于保护的原因,可以进入该遗址的人数受到严格控制。同样,由于它的防御性质和它的年龄,它是一个难以流通的空间,这使得行动不便的人不可能参观。出于这些和其他原因,代米埃尔市议会与美国非营利实体全球数字遗产和西班牙公司Myou软件合作,开发了一个项目,将考古遗址数字化,并通过安装的VR系统使其可访问,该系统永久位于代米埃尔博物馆,该遗址的解释中心(图10)。该设施既可供坐轮椅或行动不便的人使用,也可供所有参观博物馆的游客使用,并提供了一个逼真的虚拟参观现场。为了达到这种逼真程度,使用摄影测量、激光扫描和3D球面摄影对场地进行了详细的3D数字化,并基于使用HTC Vive Pro设备开发了一个VR装置,该设备具有手部(HTC Vive控制器)和脚(HTC Vive跟踪器)的运动控制器。主要软件被称为Myou Engine,这是一个与XR兼容的开源3D引擎,由Myou software公司开发。为了尽可能增加沉浸感,Myou软件公司还开发了一种名为“自然运动”的控制系统,通过移动手臂和腿来工作(图11)。该项目的最终结果是实现了一个创新的VR空间,增加了考古遗址的可达性,代表了城镇的一个新的旅游景点,并促进了管理和享受考古遗产的新方法。
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引用次数: 2
Parametric approach to the reconstruction of timber structures in Campanian Roman houses 坎帕尼亚罗马房屋木结构重建的参数化方法
IF 2.3 Q1 Social Sciences Pub Date : 2022-01-21 DOI: 10.4995/var.2022.15319
L. Sbrogiò
The virtual reconstruction of ancient architecture aims at describing the ‘original’ elevation and volume of a disappeared building. The feeble archaeological traces, often limited to their foundations, left by houses impair the reinstating of their image, in contrast to that which is made possible by the massive structures of public buildings. A twofold problem arises when dealing with timber structures during a reconstruction procedure: at the local scale of the individual beam (e.g. joists or rafters), one must define a beam’s cross-section given its span; at the overall scale, the shape of a building results from that which its structures allowed it to have been. Therefore, this work proposes a procedure to deal with the ‘local’ problem, i.e. the definition of a beam’s cross-section from its span. To that end, a simplified, parametric structural model is required. The available bits of information are organized into inputs, parameters and outputs of the analytical problem by matching each information with a structural quantity (load, cross-section, spacing, etc.). Two mathematical relationships among them are proposed, which express two equally possible dimensioning criteria, based either on joists’ strength or deformability. It seems that the joist’s strength was the option for lightly loaded joists, as in roofs or tightly spaced floor frames; conversely, heavily loaded joists conformed to the deformability criterion. Both dimensioning procedures are translated into a visual algorithm in Grasshopper, a plugin for Rhinoceros modelling software, which enables the parametric definition of objects. Finally, the proposed procedure is tentatively applied to automatically reconstruct the floor and roof frames that belonged to the domus on top of the Sarno Baths in Pompeii. The algorithm automatically picked the dimensioning criterion in relation to each frame’s span and hypothesized loads and determined joists’ orientation and minimum cross-sections. The obtained floor frames, whose structural conditions are considered as sensible, will be adopted in the overall virtual reconstruction proposal of the ruins, also based on the analytical evaluation of masonry structures.Highlights:- Proposal of a structural model for the dimensioning of timber floor beams in domestic spaces based on archaeological and literature information.- Parametrical interpretation of the model in Grasshopper for Rhinoceros software and optimization analysis of the structural parameters involved.- Application of the model to the reconstruction of floor frames in a house in the Sarno Baths complex, Pompeii.
古代建筑的虚拟重建旨在描述一座消失建筑的“原始”立面和体积。房屋留下的微弱考古痕迹,通常仅限于其地基,损害了其形象的恢复,而公共建筑的巨大结构则使其成为可能。在重建过程中处理木结构时会出现两个问题:在单个梁(例如托梁或椽子)的局部尺度上,必须定义给定跨度的梁的横截面;从整体规模来看,建筑的形状是由其结构所允许的形状形成的。因此,这项工作提出了一种处理“局部”问题的程序,即从跨度定义梁的横截面。为此,需要一个简化的参数化结构模型。通过将每个信息与结构量(荷载、横截面、间距等)相匹配,将可用信息分为分析问题的输入、参数和输出。提出了它们之间的两种数学关系,表达了两种同样可能的尺寸标准,基于托梁的强度或变形能力。托梁的强度似乎是轻载托梁的选择,如屋顶或紧密间隔的楼板框架;相反,重载托梁符合变形能力标准。Grasshopper是Rhinoceros建模软件的一个插件,可以将这两个尺寸标注过程转换为可视化算法,从而实现对象的参数化定义。最后,将所提出的程序初步应用于庞贝萨诺浴场顶部圆顶的地板和屋顶框架的自动重建。该算法自动选择与每个框架的跨度和假设载荷相关的尺寸标准,并确定托梁的方向和最小横截面。在对砌体结构进行分析评估的基础上,将在废墟的整体虚拟重建方案中采用所获得的结构条件合理的楼板框架。亮点:-根据考古和文献信息,为家庭空间木地板梁的尺寸确定提出结构模型。-Rhinoceros Grasshopper软件中模型的参数解释和相关结构参数的优化分析该模型在庞贝Sarno Baths建筑群房屋地板框架重建中的应用。
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引用次数: 0
Digital models applied to the typological analysis of the olive oil mills with beam and weight presses in Écija 数字模型应用于Écija带横梁和配重压力机的橄榄油加工厂的类型分析
IF 2.3 Q1 Social Sciences Pub Date : 2022-01-21 DOI: 10.4995/VAR.2022.15077
J. Moya-Muñoz, F. Pinto-Puerto
For centuries, mills with beam and weight presses have been the production units used in the town of Écija to obtain the oil. The intensification of olive tree cultivation in the 18th century gave rise to the proliferation of these constructions throughout the town, which at one point was home to no less than 286 mills of this type. However, by the mid-20th century events surrounding the local olive groves caused many of them to fall into disuse. Nowadays, the mills present an advanced state of decay, to the extent that many of them have disappeared partly or completely. In view of the functional nature of these production units and the short space of time in which they were built, we decided to conduct a typological study aimed at identifying any common patterns in their design. The geometric and proportional relationships between their constituent parts obtained using digital information models (Geographic Information System (GIS), 3D point clouds and databases) enabled us to determine standard structures based on ranges of deduced values. The repetition of these patterns suggested that it would be useful to create a graphical database using a parameterised HBIM (Historic Building Information Modelling), which in turn facilitates the introduction of attributes associated with these mills from a dynamic database, therefore favouring interoperability in heritage management as a response to the critical situation of the mills today. At the same time, the correspondence in the relationships of proportionality between the mills analysed typologically and the model of a 16th-century mill, suggests that 18th-century mills were adapted to patterns developed in older presses.Highlights:- The typological study of the Écija (Seville) mills with beam and weight presses reveals common patterns in these preindustrial buildings.- The proportional relationships between their constituent parts obtained using digital information models enabled us to determine standard structures. - These patterns have similarly enabled us to generate a parameterised HBIM model as a standard graphical base for the historical mills in Écija.
几个世纪以来,带有横梁和重锤压力机的工厂一直是Écija镇用来获取石油的生产单位。18世纪橄榄树种植的加强导致了这些建筑在整个城镇的激增,该镇一度拥有不少于286家此类工厂。然而,到了20世纪中期,当地橄榄林周围的事件导致许多橄榄林废弃。如今,这些工厂呈现出严重的衰退状态,以至于许多工厂已经部分或完全消失。鉴于这些生产单元的功能性质和建造时间短,我们决定进行类型学研究,以确定其设计中的任何常见模式。使用数字信息模型(地理信息系统、三维点云和数据库)获得的其组成部分之间的几何关系和比例关系使我们能够根据推导值的范围确定标准结构。这些模式的重复表明,使用参数化的HBIM(历史建筑信息建模)创建一个图形数据库是有用的,这反过来又有助于从动态数据库中引入与这些工厂相关的属性,从而有利于遗产管理中的互操作性,以应对当今工厂的危急情况。同时,从类型学角度分析的工厂与16世纪工厂模型之间的比例关系的对应关系表明,18世纪的工厂适应了旧压机中开发的模式。亮点:-对Écija(塞维利亚)工厂的类型学研究揭示了这些前工业化建筑中的常见模式。-使用数字信息模型获得的它们组成部分之间的比例关系使我们能够确定标准结构。-这些模式同样使我们能够生成一个参数化的HBIM模型,作为Écija历史工厂的标准图形基础。
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引用次数: 2
Virtual and didactic approach to the defensive heritage of the 16th century Fort of the Trinitat (Roses, Girona) 16世纪三一堡防御遗产的虚拟教学方法(玫瑰,赫罗纳)
IF 2.3 Q1 Social Sciences Pub Date : 2022-01-21 DOI: 10.4995/var.2022.15733
F. Hernàndez-Cardona, Rafael Sospedra-Roca, Josep Ramon Casals-Ausió
The Trinitat Fort, built in the mid-16th century, is an extraordinary example of European military architecture from the mid-16th century, conceived as an artillery machine, whose mission was to protect the natural port of Roses (Girona, Spain). The fortification had a long history of warfare that ended with the Peninsular War (1808–1814), which turned it into ruins. In 2002, the Roses city council planned an ambitious architectural intervention to recover the fortification. The works restored the overall exterior volumetry, with current construction materials. The large interior spaces resulting from the intervention had little in common with the original structures. Starting in 2016, the museum projected to open the fort to the public. The strategy focused on 3D works, which were used to plan museographic proposals and to make an interior space understandable, with an aspect very distant from that of the original construction. It entailed extensive fieldwork analyzing the sources and structural remains that were preserved and surmising the possible architectural solutions the fortress originally contained. Based on evidence and hypotheses, the group carried out a reconstruction from virtual archeology, and it developed a didactic iconography to explain the artifact to a broad spectrum of visitors and students. This iconography was applied on the panels, in the scenography and audiovisuals of the museum, and in the dissemination materials. The museography was implemented between 2019 and 2021. Considering the variables and comprehensive needs for a wide range of users and visitors, we completed the virtual archeology proposal based on realistic criteria, giving importance in 3D to textures and colors. It incorporated the anthropic and movable factors through matte painting techniques and images obtained with the support of re-enactment groups.Highlights: - The Fort of the Trinitat, built in the middle of the 16th century, is an extraordinary poliorcetic piece, conceived as an artillery machine, whose mission was to protect the natural port of Roses (Girona, Spain). - Between 2019 and 2021, an ambitious reconstruction of virtual archaeology has been carried out, developing a didactic iconography aimed at broad-spectrum visitors and formal education students. - The didactic iconography proposal developed in the Fort of the Trinitat does not try to compete with the large market productions, but it does try to explore sustainable intervention models to make the past and its heritage known.
Trinitat堡垒建于16世纪中期,是16世纪中期欧洲军事建筑的一个非凡例子,被认为是一种火炮,其任务是保护罗斯(西班牙赫罗纳)的天然港口。该防御工事有着悠久的战争历史,直到1808年至1814年的半岛战争结束,战争使其成为废墟。2002年,罗斯市议会计划进行一次雄心勃勃的建筑干预,以恢复防御工事。这些工程用目前的建筑材料恢复了整体的外部体积。干预所产生的巨大内部空间与原始结构几乎没有共同之处。从2016年开始,博物馆计划向公众开放堡垒。该策略侧重于3D作品,这些作品用于规划博物馆方案,并使室内空间变得可理解,其方面与最初的建筑非常遥远。这需要进行广泛的实地调查,分析保存下来的来源和结构遗迹,并推测堡垒最初可能包含的建筑解决方案。基于证据和假设,该小组从虚拟考古中进行了重建,并开发了一种教学图像学,向广大游客和学生解释这件文物。这种肖像画被应用于面板、博物馆的场景和视听以及传播材料中。博物馆摄影术于2019年至2021年间实施。考虑到用户和访客的多样性和综合需求,我们完成了基于现实标准的虚拟考古提案,在3D中重视纹理和颜色。它通过亚光绘画技术和在再现团体的支持下获得的图像,融合了人的因素和可移动的因素。亮点:-特里尼塔特堡,建于16世纪中期,是一座非凡的脊髓灰质炎防御工事,被设想为一台火炮,其任务是保护罗斯(西班牙赫罗纳)的天然港口。-2019年至2021年间,对虚拟考古进行了雄心勃勃的重建,开发了一种针对广谱游客和正规教育学生的教学图像学Trinitat堡制定的说教式图像学提案并没有试图与大型市场产品竞争,但它确实试图探索可持续的干预模式,让人们了解过去及其遗产。
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引用次数: 3
Tecnología digital en la localización del sistema de captación de agua de la fuente del Cuadrado en Montilla (Córdoba, España) en el siglo XIX 19世纪西班牙科尔多瓦蒙蒂利亚广场喷泉取水系统定位的数字技术
IF 2.3 Q1 Social Sciences Pub Date : 2022-01-17 DOI: 10.4995/var.2022.15937
Pilar Carranza-Cañadas, Manuel Baena-Sánchez, Rafael Hidalgo Fernández, Paula Triviño-Tarradas
El hallazgo fortuito de parte de la canalización que abastecía a la población de Montilla (España) desde finales del s. XIX, y que tuvo lugar en septiembre de 2017 por el servicio de bomberos de la ciudad, originó un estudio académico al respecto. El ingeniero José María Sánchez-Molero y Lleguet proyectó dicha canalización, desde el manantial “Fuente del Cuadrado” hasta unos depósitos situados en la Casa de las Aguas (Montilla) en 1868. De dichas construcciones no quedan restos, excepto los encontrados por los bomberos y Ayuntamiento. Los objetivos de la investigación consisten en la recogida, análisis e interpretación de toda la documentación gráfica y documental existente al respecto; la modelización del sistema de captación en la Fuente del Cuadrado y del terreno circundante; y su ubicación virtual sobre el modelo digital del terreno (MDT) en base a los planos de Sánchez-Molero y a las características de la superficie topográfica (cotas, pendientes, disposición de las líneas de talud). El análisis de estos datos justifica el sitio y orientación de todo el sistema de captación en la zona de los manantiales; el discurrir de la tubería, así como la ubicación de la casa de las bombas, ya que el agua descendía por gravedad desde su salida en el depósito del sistema de captación hasta el arroyo del Cuadrado, para subir por vasos comunicantes hasta los 334 m donde se situaban las bombas para impulsar el agua hasta los depósitos de suministro. La ubicación propuesta ayudaría a los arqueólogos a su hallazgo real y a su difusión cultural entre el público general; máxime cuando por dicha ubicación pasa la ruta larga de las fuentes de Montilla. El uso del modelo generado permitiría al senderista conocer in situ, mediante tecnologías de realidad virtual y aumentada, el sistema de captación diseñado por el ilustre ingeniero, impulsando el turismo cultural del agua.
自19世纪末以来,该市消防局于2017年9月偶然发现了为西班牙蒙蒂利亚人民提供的部分管道,这引发了一项关于这一问题的学术研究。工程师何塞·玛丽亚·桑切斯·莫莱罗(Jos MaríaSánchez-Molero y Enquert)于1868年将这条管道从“广场喷泉”喷泉延伸到位于Casa de las Aguas(蒙蒂利亚)的水库。除了消防员和市议会发现的建筑外,这些建筑中没有遗骸。研究的目的是收集、分析和解释这方面的所有现有图形和文件;广场喷泉和周围地形的集水区系统建模;及其在基于桑切斯-莫莱罗平面和地形表面特征(高度、坡度、坡线布置)的数字地形模型(MDT)上的虚拟位置。对这些数据的分析证明了整个流域系统在泉域的位置和方向;管道的流动以及泵房的位置,因为水从集水系统水库的出口重力下降到广场小溪,通过连通的容器上升到水泵所在的334米处,将水输送到供水水库。拟议的地点将有助于考古学家的实际发现和向公众传播文化;当蒙蒂利亚喷泉的长途跋涉经过这个位置时,最重要的是。使用生成的模型将使徒步旅行者能够通过虚拟和增强现实技术现场了解这位杰出工程师设计的收集系统,从而促进水文化旅游。
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引用次数: 0
Retraced memories - virtual reconstruction of an architectural landmark 回溯记忆-一个建筑地标的虚拟重建
IF 2.3 Q1 Social Sciences Pub Date : 2021-07-14 DOI: 10.4995/VAR.2021.15302
Simone Fallica, R. Garozzo, C. Santagati
This paper addresses the challenge of digitally reconstructing ruined architectural sites and retracing their history, in order to virtually recompose their geometrical, stylistic and material integrity. To this end, the research team analyzed the ruins of the church of Santa Maria de Monasterio Albo, located in the ancient village of Misterbianco (Sicily) and destroyed (together with the entire hamlet) by the 1669 eruption of Mount Etna. In the last years, some excavation campaigns brought the church to the light, unveiling the remains of the main portal and six altars, which are one of the most remarkable examples of Mannerist art in eastern Sicily. This research aimed to three-dimensional (3D) reconstruct both the altars and the portal, ideally reviving their original 17th century configuration. This goal was achieved through an in-depth archival research (documents dating back to the years between 1300 and 1666 were consulted), an analysis of Classic and Renaissance treatises, and two integrated digital survey campaigns (laser scans and photogrammetry). The outcome is represented by the 3D models of the seven artifacts, which include surviving parts reconstructed as photogrammetric meshes, several fragments were placed in their likely early location through a virtual anastylosis, and NURBS (Non Uniform Rational Basis-Splines) surfaces (recreating the no longer existing elements). The latter were 3D modelled based on the treatises (which provided information on the correct proportioning) or in analogy with other coeval similar artifacts. Overall, the digital reconstruction was based on the ethical principles of transparency of the intervention, recognition of non-original additions and distinction between evidence and hypothesis, according to the London Charter and the Seville Principles. The experimentation provides a valid support for possible interventions in the real world and is the starting point to develop a digital archive of the site, which would make the different accuracy levels the reconstruction explicit.Highlights:3D virtual reconstruction is effective to visualize and bring back to life ruined architectural artefacts.Information about the artefacts original appearance was harvested through digital survey campaigns, archival documents, and comparisons with iconographic sources and coeval buildings.The 3D reconstruction follows ethical principles of transparency and combines photogrammetric meshes (partly relocated through a virtual anastylosis) and NURBS surfaces.
本文解决了数字化重建被破坏的建筑遗址和追溯其历史的挑战,以便虚拟地重建其几何,风格和材料的完整性。为此,研究小组分析了位于米斯特比安科古村(西西里岛)的圣玛丽亚德莫纳斯塔里奥阿尔博教堂遗址,该遗址被埃特纳火山1669年的喷发摧毁(连同整个村庄)。在过去的几年里,一些挖掘活动将教堂带到了阳光下,揭示了主要门户和六个祭坛的遗迹,这是西西里岛东部风格主义艺术最引人注目的例子之一。这项研究旨在三维重建祭坛和入口,理想地恢复其17世纪的原始结构。通过深入的档案研究(查阅了1300年至1666年之间的文件),对古典和文艺复兴时期的论文进行分析,以及两次综合数字调查活动(激光扫描和摄影测量),实现了这一目标。结果由七个工件的3D模型表示,其中包括作为摄影测量网格重建的幸存部件,通过虚拟拼接将几个碎片放置在可能的早期位置,以及NURBS(非均匀有理基样条)表面(重新创建不再存在的元素)。后者是基于论文的3D模型(提供了正确比例的信息)或与其他同时代的类似文物类比。总体而言,根据《伦敦宪章》和《塞维利亚原则》,数字化重建是基于干预透明、承认非原创添加以及区分证据和假设的道德原则。实验为现实世界中可能的干预提供了有效的支持,并且是开发场地数字档案的起点,这将使重建的不同精度水平变得明确。亮点:三维虚拟重建是有效的可视化和恢复生活被毁的建筑文物。有关文物原貌的信息是通过数字调查活动、档案文件以及与图像来源和同时期建筑的比较获得的。3D重建遵循透明的道德原则,并结合了摄影测量网格(部分通过虚拟重建重新定位)和NURBS表面。
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引用次数: 3
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Virtual Archaeology Review
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