D. Giuffrida, V. Mollica Nardo, Oreste Adinolfi, M. Mastelloni, R. Ponterio
The new tools for 3D survey and modelling (as portable scanners and software packages), often in combination with diagnostics, are nowadays able to provide indispensable elements for the study of archaeological artefacts; their applications to museum’s heritage can be also useful to integrate the traditional graphic documentation and contribute to enhancement and dissemination. This paper shows the benefit of using the aforementioned tools to study the peculiar clay mask No. 11114-E, discovered in 1973 in the Greek necropolis of Lipára, inside tomb No. 1558. The specimen, now exhibited in the Classical Section of the Aeolian Museum, is considered unique both in the Aeolian Islands and in the ancient Greek world, as it is the only one merging two half faces attributable to different characters. This feature, unknown at the time of discovery, has been highlighted in 2018, thanks to a restoration intervention by which a hard concretion layer covering a large portion of the mask surface was removed, bringing to light a smiling young half-face next to an old one with Silenic features. In 2019, the mask was surveyed in situ through a portable and performing laser-scanner arm (the QuantumTM FaroArm by FARO) to produce a high-resolution 3D model useful to enhance the reading of the two halves (not evident enough, due to its state of preservation). The data processing was performed using the Geomagic Wrap software, able to align and merge multiple scans into a single model and to export results in multiple formats, easily shareable and viewable in free software or via the web. Finally, thanks to this method, the successful generation of a digital replica was performed; the resulting replica is useful for dissemination and as a support for the hypothetical reconstruction of the two prototypes taken as models by the craftsman who created the mask.Highlights:A 'mobile laboratory’ consisting of portable equipment has been set up to perform 3D metric surveys on a selection of artefacts preserved at the Museum of Lipari.By means of an ultra-precision laser-scanner arm, a 3D survey on a miniaturistic double-faced mask, belonging to the classical theatrical terracotta, has been performed.A geometrically accurate and realistic 3D final model has been created. This helped the study and reconstruction of the two characters composing the mask.
{"title":"A theatrical double-faced mask preserved at the Museum of Lipari (Messina): study and 3D reconstruction through portable equipment","authors":"D. Giuffrida, V. Mollica Nardo, Oreste Adinolfi, M. Mastelloni, R. Ponterio","doi":"10.4995/VAR.2021.13916","DOIUrl":"https://doi.org/10.4995/VAR.2021.13916","url":null,"abstract":"The new tools for 3D survey and modelling (as portable scanners and software packages), often in combination with diagnostics, are nowadays able to provide indispensable elements for the study of archaeological artefacts; their applications to museum’s heritage can be also useful to integrate the traditional graphic documentation and contribute to enhancement and dissemination. This paper shows the benefit of using the aforementioned tools to study the peculiar clay mask No. 11114-E, discovered in 1973 in the Greek necropolis of Lipára, inside tomb No. 1558. The specimen, now exhibited in the Classical Section of the Aeolian Museum, is considered unique both in the Aeolian Islands and in the ancient Greek world, as it is the only one merging two half faces attributable to different characters. This feature, unknown at the time of discovery, has been highlighted in 2018, thanks to a restoration intervention by which a hard concretion layer covering a large portion of the mask surface was removed, bringing to light a smiling young half-face next to an old one with Silenic features. In 2019, the mask was surveyed in situ through a portable and performing laser-scanner arm (the QuantumTM FaroArm by FARO) to produce a high-resolution 3D model useful to enhance the reading of the two halves (not evident enough, due to its state of preservation). The data processing was performed using the Geomagic Wrap software, able to align and merge multiple scans into a single model and to export results in multiple formats, easily shareable and viewable in free software or via the web. Finally, thanks to this method, the successful generation of a digital replica was performed; the resulting replica is useful for dissemination and as a support for the hypothetical reconstruction of the two prototypes taken as models by the craftsman who created the mask.Highlights:A 'mobile laboratory’ consisting of portable equipment has been set up to perform 3D metric surveys on a selection of artefacts preserved at the Museum of Lipari.By means of an ultra-precision laser-scanner arm, a 3D survey on a miniaturistic double-faced mask, belonging to the classical theatrical terracotta, has been performed.A geometrically accurate and realistic 3D final model has been created. This helped the study and reconstruction of the two characters composing the mask.","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":null,"pages":null},"PeriodicalIF":2.3,"publicationDate":"2021-01-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44623198","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}
Diego Francisco García-Molina, Ramón González-Merino, Jesús Rodero-Pérez, Bartolomé Carrasco-Hurtado
Uno de los principales objetivos de las politicas de gestion del patrimonio es promover las medidas encaminadas a la conservacion, restauracion y puesta en valor de los bienes culturales y arqueologicos. Para garantizarlo, las instituciones responsables deben promover acciones de difusion y transferencia del patrimonio cultural, asi como fomentar actuaciones con el mayor rigor posible, desarrollando estudios cientificos y tecnicos que favorezcan y perfeccionen los metodos de intervencion. Los recientes avances tecnologicos en campos como la fotogrametria, el escaneado laser terrestre y el modelado tridimensional (3D) han permitido una contribucion significativa a la preservacion digital y difusion del patrimonio arquitectonico. Uno de los iconos monumentales mas importantes como fortaleza defensiva heredera del periodo andalusi es, sin duda, el Castillo de Priego de Cordoba. Actualmente, este enclavees foco de numerosas intervenciones arquitectonicas y referente por la aplicacion de tecnicas de ultima generacion para la preservacion digital. Este articulo tiene como objetivo presentar los resultados del proceso de preservacion digital mediante la utilizacion de planimetria 2D, modelos 3D y datos geoespaciales, como paso previo al inicio de la extensa intervencion arquitectonica prevista sobre el Castillo de Priego de Cordoba, concretamente las estructuras identificadas como lienzo 1 y torre 1. Este proyecto pone en valor los conocimientos y sinergias de distintos entes intervinientes y agentes del conocimiento (Ayuntamiento, Centro Tecnologico y empresa privada) con el objetivo final de concienciar a la sociedad de la importancia de la conservacion digital. Lo mas destacado: La combinacion de tecnicas para la documentacion 3D de diversas estructuras arqueologicas en funcion de su morfologia. La inspeccion previa y la planificacion como punto fuerte de la metodologia propuesta influye notablemente tanto en la toma de datos como en la obtencion de los resultados. Perfecta relacion entre las caracteristicas de la tecnica y el procedimiento que contextualice la escala, situacion y resolucion final del elemento patrimonial objeto de estudio.
遗产管理政策的主要目标之一是促进旨在保护、修复和加强文化和考古财产的措施。为了确保这一点,负责的机构必须促进传播和转让文化遗产的行动,并鼓励尽可能严格的行动,发展有利于和改进干预方法的科学和技术研究。最近在摄影测量、地面激光扫描和三维建模(3D)等领域的技术进步,为建筑遗产的数字保护和传播做出了重大贡献。作为安达卢西亚时期的防御堡垒,最重要的纪念性标志之一无疑是Priego de Cordoba城堡。目前,这个锁定是众多建筑干预的焦点,并参考了最新一代数字保存技术的应用。跟进旨在提供过程的结果,通过utilizacion planimetria 2D、3D模型、数字和地理空间数据,可在广泛的诺前arquitectonica Cordoba,特别是关于Priego城堡预计确认为画布1和1塔结构。该项目重视不同干预实体和知识代理(市议会、技术中心和私营公司)的知识和协同作用,最终目标是提高社会对数字保护重要性的认识。亮点:结合技术,根据不同的考古结构的形态进行3D记录。预先检查和规划作为拟议方法的一个优点,对数据的收集和结果的获得都有很大的影响。技术特征和程序之间的完美关系,背景的规模,情况和最终解决的遗产元素的研究对象。
{"title":"Documentación 3D para la conservación del patrimonio histórico: el castillo de Priego de Córdoba","authors":"Diego Francisco García-Molina, Ramón González-Merino, Jesús Rodero-Pérez, Bartolomé Carrasco-Hurtado","doi":"10.4995/VAR.2021.13671","DOIUrl":"https://doi.org/10.4995/VAR.2021.13671","url":null,"abstract":"Uno de los principales objetivos de las politicas de gestion del patrimonio es promover las medidas encaminadas a la conservacion, restauracion y puesta en valor de los bienes culturales y arqueologicos. Para garantizarlo, las instituciones responsables deben promover acciones de difusion y transferencia del patrimonio cultural, asi como fomentar actuaciones con el mayor rigor posible, desarrollando estudios cientificos y tecnicos que favorezcan y perfeccionen los metodos de intervencion. Los recientes avances tecnologicos en campos como la fotogrametria, el escaneado laser terrestre y el modelado tridimensional (3D) han permitido una contribucion significativa a la preservacion digital y difusion del patrimonio arquitectonico. Uno de los iconos monumentales mas importantes como fortaleza defensiva heredera del periodo andalusi es, sin duda, el Castillo de Priego de Cordoba. Actualmente, este enclavees foco de numerosas intervenciones arquitectonicas y referente por la aplicacion de tecnicas de ultima generacion para la preservacion digital. Este articulo tiene como objetivo presentar los resultados del proceso de preservacion digital mediante la utilizacion de planimetria 2D, modelos 3D y datos geoespaciales, como paso previo al inicio de la extensa intervencion arquitectonica prevista sobre el Castillo de Priego de Cordoba, concretamente las estructuras identificadas como lienzo 1 y torre 1. Este proyecto pone en valor los conocimientos y sinergias de distintos entes intervinientes y agentes del conocimiento (Ayuntamiento, Centro Tecnologico y empresa privada) con el objetivo final de concienciar a la sociedad de la importancia de la conservacion digital. Lo mas destacado: La combinacion de tecnicas para la documentacion 3D de diversas estructuras arqueologicas en funcion de su morfologia. La inspeccion previa y la planificacion como punto fuerte de la metodologia propuesta influye notablemente tanto en la toma de datos como en la obtencion de los resultados. Perfecta relacion entre las caracteristicas de la tecnica y el procedimiento que contextualice la escala, situacion y resolucion final del elemento patrimonial objeto de estudio.","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":null,"pages":null},"PeriodicalIF":2.3,"publicationDate":"2021-01-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48913557","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}
C. Mileto, Fernando Vegas López-Manzanares, V. Cristini, Pedro M. Cabezos Bernal
The former polis of Tall-as-Sin (in the current province of Deir ez-Zor, Syria) grew considerably during Justinian's reign in the 6 th century AD. Its cemetery, outside the walls, presents an extraordinary Byzantine necropolis, where 163 hypogea graves were documented, thanks to recent archaeological campaigns financed by the Ministry of Culture (“PAMES-Sirio Euphrates Middle Archaeological Project”). This paper presents the research for obtaining 3D models of graves, selected in the cemetery, by combining information (obtained from planimetric and photographic surveys of the site) with taxonomic features (types of arcosolia, vaults, accesses, stairways...). The 3D modelling process is carried out using data collected during the survey of the graves. These data are then used to restore the surfaces which cover the burial chambers dug out in the ground. The modelling technique was based on generating surfaces, incorporating the different sections and profiles obtained during the data collection phase. The surfaces generated enclose the volume of the dug-out space so that the definitive grave models were obtained using a simple Boolean operation, removing these volumes from a prism-shaped piece representing a portion of the land, thus emptying the interior. The result has provided a reliable and rigorous graphic basis for the design and printing of 3D models, contributing to the dissemination of the exhibition called "A retrospective on five years of archaeological activities in Syria".
公元6世纪查士丁尼统治期间,前Tall as Sin(位于叙利亚代尔祖尔省)的城邦发展迅速。它的墓地位于城墙外,是一个非凡的拜占庭墓地,记录了163座地下墓穴,感谢文化部最近资助的考古活动(“PAMES Sirio幼发拉底河中部考古项目”)。本文介绍了通过将信息(从现场的平面测量和摄影测量中获得)与分类特征(弓形虫的类型、拱顶、通道、楼梯等)相结合,获得墓地中选定的坟墓的3D模型的研究。3D建模过程是使用坟墓调查期间收集的数据进行的。然后,这些数据被用来恢复覆盖在地下挖出的墓室的表面。建模技术基于生成表面,结合数据收集阶段获得的不同截面和剖面。生成的表面包围了挖掘出的空间的体积,因此使用简单的布尔运算可以获得最终的坟墓模型,将这些体积从代表一部分土地的棱柱形块中移除,从而清空内部。这一结果为3D模型的设计和打印提供了可靠而严格的图形基础,有助于名为“叙利亚五年考古活动回顾展”的展览的传播。
{"title":"Burial architecture. 3D dissemination study for a selection of Byzantine graves","authors":"C. Mileto, Fernando Vegas López-Manzanares, V. Cristini, Pedro M. Cabezos Bernal","doi":"10.4995/VAR.2021.13187","DOIUrl":"https://doi.org/10.4995/VAR.2021.13187","url":null,"abstract":"The former polis of Tall-as-Sin (in the current province of Deir ez-Zor, Syria) grew considerably during Justinian's reign in the 6 th century AD. Its cemetery, outside the walls, presents an extraordinary Byzantine necropolis, where 163 hypogea graves were documented, thanks to recent archaeological campaigns financed by the Ministry of Culture (“PAMES-Sirio Euphrates Middle Archaeological Project”). This paper presents the research for obtaining 3D models of graves, selected in the cemetery, by combining information (obtained from planimetric and photographic surveys of the site) with taxonomic features (types of arcosolia, vaults, accesses, stairways...). The 3D modelling process is carried out using data collected during the survey of the graves. These data are then used to restore the surfaces which cover the burial chambers dug out in the ground. The modelling technique was based on generating surfaces, incorporating the different sections and profiles obtained during the data collection phase. The surfaces generated enclose the volume of the dug-out space so that the definitive grave models were obtained using a simple Boolean operation, removing these volumes from a prism-shaped piece representing a portion of the land, thus emptying the interior. The result has provided a reliable and rigorous graphic basis for the design and printing of 3D models, contributing to the dissemination of the exhibition called \"A retrospective on five years of archaeological activities in Syria\".","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":null,"pages":null},"PeriodicalIF":2.3,"publicationDate":"2021-01-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46868820","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}
Gizéh Rangel-de Lázaro, Adrián Martínez-Fernández, Armando Rangel-Rivero, A. Benito‐Calvo
During the 19 th and 20 th centuries, numerous museums, scientific societies, and royal academies were founded in Europe and America. In this scenario, the Anthropological Museum Montane was founded in Havana, Cuba. Its collection has grown over the years, thanks to researchers, antiquarians, and amateurs. Since its foundation, the Museum Montane has become an essential institution for anthropological and archaeological research in the region. Nowadays, the Museum Montane, like other museums in developing countries, faces a challenge in the introduction of state-of-the-art technologies to digitizing exhibits and the creation of innovative projects to attract visitors. The current possibilities of virtualization of cultural heritage using digital technologies have a favorable impact on the preservation, access, and management of museum collections. The use of three-dimensional (3D) models fosters engagement with visitors, stimulates new forms of learning, and revalorizes the exhibits. In the current study, we use a hand-held structured light scanner to create 3D reality-based models of pre-Columbian crania from the Caribbean and South American collection of the Anthropological Museum Montane. The resulting 3D models were used for producing 3D printing replicas and animated videos. The 3D resources derived will encourage new knowledge through research, and provide broader access to these pre-Columbian crania collection through learning and outreach activities. The significance of digitizing these specimens goes beyond the creation of 3D models. It means protecting these fragile and valuable collections for future generations. The methodology and results reported here can be used in other museums with similar collections to digitally document, study, protect, and disseminate the archaeological heritage. Going forward, we seek to continue exploring the application of novel methods and digital techniques to the study of the pre-Columbian crania collections in Latin American and the Caribbean area. Highlights: A hand-held structured light scanner was used to acquire 3D reality-based models of pre-Columbian crania. The 3D models resulting were used for 3D printing replicas and 3D animations. This study provides unprecedented 3D reconstructions of pre-Columbian crania in the Caribbean area, and new 3D reconstructions of artificially deformed crania from South America. The 3D resources created will encourage new knowledge through research, and provide broader access to these pre-Columbian crania collection through learning and outreach activities.
{"title":"Shedding light on pre-Columbian crania collections through state-of-the-art 3D scanning techniques","authors":"Gizéh Rangel-de Lázaro, Adrián Martínez-Fernández, Armando Rangel-Rivero, A. Benito‐Calvo","doi":"10.4995/VAR.2021.13742","DOIUrl":"https://doi.org/10.4995/VAR.2021.13742","url":null,"abstract":"During the 19 th and 20 th centuries, numerous museums, scientific societies, and royal academies were founded in Europe and America. In this scenario, the Anthropological Museum Montane was founded in Havana, Cuba. Its collection has grown over the years, thanks to researchers, antiquarians, and amateurs. Since its foundation, the Museum Montane has become an essential institution for anthropological and archaeological research in the region. Nowadays, the Museum Montane, like other museums in developing countries, faces a challenge in the introduction of state-of-the-art technologies to digitizing exhibits and the creation of innovative projects to attract visitors. The current possibilities of virtualization of cultural heritage using digital technologies have a favorable impact on the preservation, access, and management of museum collections. The use of three-dimensional (3D) models fosters engagement with visitors, stimulates new forms of learning, and revalorizes the exhibits. In the current study, we use a hand-held structured light scanner to create 3D reality-based models of pre-Columbian crania from the Caribbean and South American collection of the Anthropological Museum Montane. The resulting 3D models were used for producing 3D printing replicas and animated videos. The 3D resources derived will encourage new knowledge through research, and provide broader access to these pre-Columbian crania collection through learning and outreach activities. The significance of digitizing these specimens goes beyond the creation of 3D models. It means protecting these fragile and valuable collections for future generations. The methodology and results reported here can be used in other museums with similar collections to digitally document, study, protect, and disseminate the archaeological heritage. Going forward, we seek to continue exploring the application of novel methods and digital techniques to the study of the pre-Columbian crania collections in Latin American and the Caribbean area. Highlights: A hand-held structured light scanner was used to acquire 3D reality-based models of pre-Columbian crania. The 3D models resulting were used for 3D printing replicas and 3D animations. This study provides unprecedented 3D reconstructions of pre-Columbian crania in the Caribbean area, and new 3D reconstructions of artificially deformed crania from South America. The 3D resources created will encourage new knowledge through research, and provide broader access to these pre-Columbian crania collection through learning and outreach activities.","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":null,"pages":null},"PeriodicalIF":2.3,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"70631637","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}
Ricardo Borrero L., Patricia Schwindingera, Annalisa Castelli, N. Ciarlo, R. Torres, M. Manders, F. Castro, R. Furuta
Data sharing is a fundamental process for the advancement of both natural and social sciences. Starting from the idea that computers and the internet have drastically changed the world in the last decades, this paper advocates for the creation of a space where archaeologists from around the world can share information about maritime history and exchange data with colleagues. Following the principles of open access, we argue that the publication of raw data is necessary and significant for the development and democratization of the discipline. Below, we explain the fundamental aspects of the Nautical Archaeology Digital Library (NADL, https://nadl.tamu.edu/ ) and its efforts to standardize information collection for shipwrecks and related sites, so that scholars can create a community to disseminate both raw data and complete information in the field of maritime archaeology. To achieve this, our purpose is to contribute towards a common-ground methodology and terminology that promotes an intelligible dialogue within the global community of nautical archaeologists. This paper addresses some considerations on terminology and systematization in scientific disciplines and discusses the theoretical and methodological issues linked to the process of creating a template for recording shipwrecks. Furthermore, it discusses some of the problems related to the standardization of description processes and the necessity to create a flexible system that accounts for the diversity of the data. The third section discusses how science is greatly enhanced by the publication of information in open access platforms.
{"title":"Seeking a common ground for the Nautical Archaeology Digital Library (NADL). Reflections on science, method, theory and templates","authors":"Ricardo Borrero L., Patricia Schwindingera, Annalisa Castelli, N. Ciarlo, R. Torres, M. Manders, F. Castro, R. Furuta","doi":"10.4995/VAR.2021.14331","DOIUrl":"https://doi.org/10.4995/VAR.2021.14331","url":null,"abstract":"Data sharing is a fundamental process for the advancement of both natural and social sciences. Starting from the idea that computers and the internet have drastically changed the world in the last decades, this paper advocates for the creation of a space where archaeologists from around the world can share information about maritime history and exchange data with colleagues. Following the principles of open access, we argue that the publication of raw data is necessary and significant for the development and democratization of the discipline. Below, we explain the fundamental aspects of the Nautical Archaeology Digital Library (NADL, https://nadl.tamu.edu/ ) and its efforts to standardize information collection for shipwrecks and related sites, so that scholars can create a community to disseminate both raw data and complete information in the field of maritime archaeology. To achieve this, our purpose is to contribute towards a common-ground methodology and terminology that promotes an intelligible dialogue within the global community of nautical archaeologists. This paper addresses some considerations on terminology and systematization in scientific disciplines and discusses the theoretical and methodological issues linked to the process of creating a template for recording shipwrecks. Furthermore, it discusses some of the problems related to the standardization of description processes and the necessity to create a flexible system that accounts for the diversity of the data. The third section discusses how science is greatly enhanced by the publication of information in open access platforms.","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":null,"pages":null},"PeriodicalIF":2.3,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"70631828","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}
Á. Rodríguez-Miranda, J. M. Valle Melón, J. Korro Bañuelos, G. Elorriaga Aguirre
The concept of mock-up, which share with the drawing the expressive synthesis for the analysis of the form and architectural evolution, is an invaluable asset for the preservation of the heritage. On the occasion of the 175 th anniversary of the Praxedes Mateo Sagasta’s secondary school of Logrono (Spain) an exhibition about the history of the institution was organized at the premises of the Library of La Rioja. The current school building became operational in 1900 and was built on the former site of a Carmelite convent. It is noted that the existing rooms of the convent were the first location for the school, after the expropriations of religious communities during the mid-nineteen century. For the benefit of the aforementioned exhibition, it was deemed interesting to generate a three-dimensional (3D) virtual reconstruction of the buildings of the convent to show how it would have looked. However, the scarcity of the contemporary graphic information was a challenge, so it was decided to generate the virtual reconstruction from a paper craft model created by the librarian of the secondary school as a result of his research on this matter during the last years. This text describes the 3D modelling of that cut-out element by means of monoscopic photogrammetry (perspective drawing) and the use of non-realistic rendering based on the appearance of the paper mock-up (and not trying to recreate the real image of the buildings) so as to provide a suggestive view of the convent and create interactive exhibition items. Moreover, the text deals with the long-term preservation and the improvement of the re-use of the 3D models. The former by resorting to institutional repositories —from which users can download the full detailed versions— and the latter employing versions able to be visualized in 3D warehouses (such as Sketchfab ) and augmented reality (AR) applications.
{"title":"Interactive virtual representation of the disappeared convent of El Carmen (Logroño) generated from a paper craft model","authors":"Á. Rodríguez-Miranda, J. M. Valle Melón, J. Korro Bañuelos, G. Elorriaga Aguirre","doi":"10.4995/VAR.2021.14038","DOIUrl":"https://doi.org/10.4995/VAR.2021.14038","url":null,"abstract":"The concept of mock-up, which share with the drawing the expressive synthesis for the analysis of the form and architectural evolution, is an invaluable asset for the preservation of the heritage. On the occasion of the 175 th anniversary of the Praxedes Mateo Sagasta’s secondary school of Logrono (Spain) an exhibition about the history of the institution was organized at the premises of the Library of La Rioja. The current school building became operational in 1900 and was built on the former site of a Carmelite convent. It is noted that the existing rooms of the convent were the first location for the school, after the expropriations of religious communities during the mid-nineteen century. For the benefit of the aforementioned exhibition, it was deemed interesting to generate a three-dimensional (3D) virtual reconstruction of the buildings of the convent to show how it would have looked. However, the scarcity of the contemporary graphic information was a challenge, so it was decided to generate the virtual reconstruction from a paper craft model created by the librarian of the secondary school as a result of his research on this matter during the last years. This text describes the 3D modelling of that cut-out element by means of monoscopic photogrammetry (perspective drawing) and the use of non-realistic rendering based on the appearance of the paper mock-up (and not trying to recreate the real image of the buildings) so as to provide a suggestive view of the convent and create interactive exhibition items. Moreover, the text deals with the long-term preservation and the improvement of the re-use of the 3D models. The former by resorting to institutional repositories —from which users can download the full detailed versions— and the latter employing versions able to be visualized in 3D warehouses (such as Sketchfab ) and augmented reality (AR) applications.","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":null,"pages":null},"PeriodicalIF":2.3,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"70631643","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}
Andrea Felicetti, M. Paolanti, P. Zingaretti, R. Pierdicca, E. Malinverni
Mosaic is an ancient type of art used to create decorative images or patterns of small components. A digital version of a mosaic can be useful for archaeologists, scholars and restorers who are interested in studying, comparing and preserving mosaics. Nowadays, archaeologists base their studies mainly on manual operation and visual observation that, although still fundamental, should be supported by the aid of automatized procedure of information extraction. In this context, this research intends to overcome manual and time-consuming procedure of mosaic tesserae drawing by proposing Mo.Se. (Mosaic Segmentation), an algorithm that exploits deep learning and image segmentation techniques; specifically, the methodology combines U-Net 3 Network with the Watershed algorithm. The final purpose is to define a workflow which establishes the steps to perform a robust segmentation and obtain a digital (vector) representation of a mosaic. The detailed approach is presented, and theoretical justifications are provided, building various connections with other models, making the workflow both theoretically valuable and practically scalable for medium or large datasets. The automatic segmentation process was tested with the high-resolution orthoimage of an ancient mosaic, realized following a close-range photogrammetry procedure. Our approach has been tested in the pavement of St. Stephen's Church in Umm ar-Rasas, a Jordan archaeological site, located 30 km southeast of the city of Madaba (Jordan). Experimental results show that this generalized framework yields good performances, obtaining higher accuracy compared with other state-of-the-art approaches. Mo.se. has been validated using publicly available datasets as a benchmark, demonstrating that the combination of learning-based methods with procedural ones enhances segmentation performance almost 10% in terms of overall accuracy. The ambition is to provide archaeologists with a tool for automatic extraction of geometric of ancient mosaics, which expedites their work.
{"title":"Mo.Se.: Mosaic image segmentation based on deep cascading learning","authors":"Andrea Felicetti, M. Paolanti, P. Zingaretti, R. Pierdicca, E. Malinverni","doi":"10.4995/VAR.2021.14179","DOIUrl":"https://doi.org/10.4995/VAR.2021.14179","url":null,"abstract":"Mosaic is an ancient type of art used to create decorative images or patterns of small components. A digital version of a mosaic can be useful for archaeologists, scholars and restorers who are interested in studying, comparing and preserving mosaics. Nowadays, archaeologists base their studies mainly on manual operation and visual observation that, although still fundamental, should be supported by the aid of automatized procedure of information extraction. In this context, this research intends to overcome manual and time-consuming procedure of mosaic tesserae drawing by proposing Mo.Se. (Mosaic Segmentation), an algorithm that exploits deep learning and image segmentation techniques; specifically, the methodology combines U-Net 3 Network with the Watershed algorithm. The final purpose is to define a workflow which establishes the steps to perform a robust segmentation and obtain a digital (vector) representation of a mosaic. The detailed approach is presented, and theoretical justifications are provided, building various connections with other models, making the workflow both theoretically valuable and practically scalable for medium or large datasets. The automatic segmentation process was tested with the high-resolution orthoimage of an ancient mosaic, realized following a close-range photogrammetry procedure. Our approach has been tested in the pavement of St. Stephen's Church in Umm ar-Rasas, a Jordan archaeological site, located 30 km southeast of the city of Madaba (Jordan). Experimental results show that this generalized framework yields good performances, obtaining higher accuracy compared with other state-of-the-art approaches. Mo.se. has been validated using publicly available datasets as a benchmark, demonstrating that the combination of learning-based methods with procedural ones enhances segmentation performance almost 10% in terms of overall accuracy. The ambition is to provide archaeologists with a tool for automatic extraction of geometric of ancient mosaics, which expedites their work.","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":null,"pages":null},"PeriodicalIF":2.3,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"70631821","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}
The advent of information and communication technologies (ICTs) has had and is having a major impact on Indonesian cultural resource management, and on the safeguarding methods of its tangible and intangible cultural heritages. Despite varied levels and visible gaps between rural and urban regions in terms of technology usage, innovative initiatives have been created, which correspond to the needs and expectations of a technology-savvy public. As a starting point, a number of public institutions dealing with tangible cultural heritage (e.g. museums, palaces, temples, World Heritage Sites (WHS)) do use innovative digital tools in order to communicate to various audiences, as well as to enrich visitors’ experience, especially taking into consideration young generations. This paper will firstly examine the role of ICTs in intangible cultural heritage (ICH) (e.g. Batik, Wayang puppet theatre, etc.); secondly, the authors will explain how ICTs can help to communicate and promote the values, history, and significances of ICH products, both for locals and tourists, with the goal of raising awareness on cultural identity. However, the knowledge of ICH still requires contacts with its own communities and is vulnerable, as it can be exposed to excessive cultural commoditization through e-platforms. This study aims at giving an overview and some examples of digital interventions for cultural heritage communication implemented by various stakeholders in Indonesia. In addition, this paper analyses to what extent a participatory approach engaging local communities, academics, private sectors, NGOs and the government, can ensure higher levels of effectiveness and efficiency, hence supporting the conservation of UNESCO tangible/ICH in Indonesia. This paper aims at: (1) presenting the development of digital heritage platforms in Indonesia; (2) providing a grid of analysis of digital heritage knowledge platforms dedicated to UNESCO tangible and ICH in forms of websites and mobile apps.Highlights:Providing a map of the online presence of UNESCO World Heritage Sites (WHSs) in Indonesia by analysing 180 webpages in English and Indonesian languages.Identifying several types of digital heritage websites in Indonesia based on the set of categories.Classifying a map of 312 mobile apps dealing with UNESCO WHSs and Intangible Cultural Heritage (ICH) in Indonesia, which were retrieved from Android and iOS platforms.
{"title":"From web 1.0 to web 4.0: the digital heritage platforms for UNESCO’s heritage properties in Indonesia","authors":"P. Permatasari, Akhmad Abdul Qohar, A. Rachman","doi":"10.4995/var.2020.13121","DOIUrl":"https://doi.org/10.4995/var.2020.13121","url":null,"abstract":"The advent of information and communication technologies (ICTs) has had and is having a major impact on Indonesian cultural resource management, and on the safeguarding methods of its tangible and intangible cultural heritages. Despite varied levels and visible gaps between rural and urban regions in terms of technology usage, innovative initiatives have been created, which correspond to the needs and expectations of a technology-savvy public. As a starting point, a number of public institutions dealing with tangible cultural heritage (e.g. museums, palaces, temples, World Heritage Sites (WHS)) do use innovative digital tools in order to communicate to various audiences, as well as to enrich visitors’ experience, especially taking into consideration young generations. This paper will firstly examine the role of ICTs in intangible cultural heritage (ICH) (e.g. Batik, Wayang puppet theatre, etc.); secondly, the authors will explain how ICTs can help to communicate and promote the values, history, and significances of ICH products, both for locals and tourists, with the goal of raising awareness on cultural identity. However, the knowledge of ICH still requires contacts with its own communities and is vulnerable, as it can be exposed to excessive cultural commoditization through e-platforms. This study aims at giving an overview and some examples of digital interventions for cultural heritage communication implemented by various stakeholders in Indonesia. In addition, this paper analyses to what extent a participatory approach engaging local communities, academics, private sectors, NGOs and the government, can ensure higher levels of effectiveness and efficiency, hence supporting the conservation of UNESCO tangible/ICH in Indonesia. This paper aims at: (1) presenting the development of digital heritage platforms in Indonesia; (2) providing a grid of analysis of digital heritage knowledge platforms dedicated to UNESCO tangible and ICH in forms of websites and mobile apps.Highlights:Providing a map of the online presence of UNESCO World Heritage Sites (WHSs) in Indonesia by analysing 180 webpages in English and Indonesian languages.Identifying several types of digital heritage websites in Indonesia based on the set of categories.Classifying a map of 312 mobile apps dealing with UNESCO WHSs and Intangible Cultural Heritage (ICH) in Indonesia, which were retrieved from Android and iOS platforms.","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":null,"pages":null},"PeriodicalIF":2.3,"publicationDate":"2020-07-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44552248","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 is focused on a three-dimensional (3D) reconstruction of Tarragona’s amphitheatre. The intention is to improve the current museography of the monument, which poorly performs its main purpose: cultural heritage dissemination. Firstly, most of the grandstands and the main entrance are the results of a partial restoration carried out during the 1960s, based more on pragmatic rather than scientific criteria, and with many historical inaccuracies. Secondly, the worship complex, consisting of a sanctuary on the arena and another one down of, goes unnoticed by most visitors. Finally, the only area where the grandstands remain, and the only one where someone can understand the vaulted construction technique, it is not available for public entrance.Facing this situation, the present reconstruction proposal provides people with a useful tool to comprehend the Roman building, especially where the remains are poorly preserved or inaccurately restored. In this regard, a set of rendered images has been created and, by such means, people can compare the reconstruction of the Roman building with its current remains. For this purpose, scientific methods have been employed, as well as 3D modelling technologies. First and foremost, all publications relating to Tarraco’s amphitheater have been thoroughly reviewed. Then, the archaeological remains have been redrawn using CAD tools. Henceforth, the plans and sections have been reconstructed, 3D modelled and rendered.While the reconstruction was being developed, Roman ludic processions were found to be an interesting topic that could serve as a common thread. This way, the sectors to be reconstructed were sequenced as follows. First, the eastern entrance or Porta Triumphalis, which led the entourage to the arena. Second, the upper sacellum, where the priests conducted the liturgies to inaugurate the games. Third, the southern area, through which the gladiators and the authorities left the arena to their positions (for the first group, the service's rooms located in the underground, while for the second one, the authorities stand). Last but not least, the sanctuary under the arena, where the gladiators could perform their last prayers before the combat began.Along with the text below, images of the reconstruction can be found next to photographs of the state of preservation, following the aforementioned sequence. Therefore, Figures 2, 3 and 4 explain the image and functioning of the main entrance (Porta Triumphalis): while Figures 2 and 4 show virtual restorations from the inside and the outside, Figure 3 presents the development of the corridor in section and plan. Figures 6 and 7 display how the upper sanctuary had looked like from the arena and once inside respectively. Figures 9 and 10 are a 2D restoration of the southern area, where its role as a hub can be understood. Figure 11 shows the southern sector from the outside, where the double entrance can be appreciated, as well as the outside stairs used by
本文的重点是塔拉戈纳圆形剧场的三维重建。其目的是改善纪念碑目前的博物馆学,因为博物馆学未能实现其主要目的:文化遗产传播。首先,大多数看台和主入口是20世纪60年代进行的部分修复的结果,更多的是基于务实而非科学的标准,并且有许多历史上的不准确之处。其次,由竞技场上的一个避难所和竞技场下的另一个避难所组成的礼拜综合体,大多数游客都没有注意到。最后,看台是唯一保留的区域,也是唯一一个有人能理解拱形建筑技术的区域,它不可供公众进入。面对这种情况,目前的重建建议为人们提供了一个了解罗马建筑的有用工具,尤其是在遗迹保存不佳或修复不准确的地方。在这方面,已经创建了一组渲染图像,通过这种方式,人们可以将罗马建筑的重建与其目前的遗迹进行比较。为此,采用了科学方法以及三维建模技术。首先,所有与塔拉科露天剧场有关的出版物都经过了彻底审查。然后,使用CAD工具对考古遗迹进行了重新绘制。此后,对平面图和剖面图进行了重建、三维建模和渲染。在重建过程中,罗马滑稽游行被发现是一个有趣的话题,可以作为一个共同的线索。通过这种方式,将要重建的扇区按如下顺序排列。首先是东方入口或凯旋门,带领随行人员前往竞技场。第二,上赛克勒姆,牧师们在这里举行仪式,为奥运会揭幕。第三,南部区域,角斗士和当局通过该区域离开竞技场,回到他们的位置(对于第一组,服务室位于地下,而对于第二组,当局站着)。最后但同样重要的是,竞技场下的避难所,角斗士们可以在战斗开始前在那里进行最后的祈祷。除了下面的文字,重建的图像可以在保存状态的照片旁边找到,遵循上述顺序。因此,图2、图3和图4解释了主入口(Porta Triumphalis)的图像和功能:图2和图4从内部和外部显示了虚拟修复,图3在剖面和平面图中显示了走廊的发展。图6和图7分别显示了从竞技场和进入竞技场后的上层避难所的样子。图9和图10是南部地区的二维复原图,可以理解其作为枢纽的作用。图11显示了从外面看的南部地区,在那里可以欣赏到双入口,以及当局用来爬到第一层的外部楼梯,以及立面可能采用的多种配置之一。图12再现了罗马观众所看到的官方看台。最后,图13和图14是角斗士在竞技场下方和与上部避难所一起进行轴测时所看到的下部sacellum的图像。总之,这项工作旨在改善塔拉戈纳圆形剧场的博物馆形象。一个即时的应用程序是将图像包括在路标中。此外,它们可以作为开展更大项目的基础,以使整个博物馆学更好地为社会所理解。亮点:塔拉戈纳的重建展示了一个实现3D媒体软件的基因标志。这是一个重建虚拟现实和历史的过程。对Tarraco de anfitatro de una nuevaóptica重新开放的解释:新开放的仪式。
{"title":"Reconstrucción virtual del anfiteatro de Tarragona a través de la procesión inaugural","authors":"Carme Codina-Peñarroja","doi":"10.4995/VAR.2020.12806","DOIUrl":"https://doi.org/10.4995/VAR.2020.12806","url":null,"abstract":"This paper is focused on a three-dimensional (3D) reconstruction of Tarragona’s amphitheatre. The intention is to improve the current museography of the monument, which poorly performs its main purpose: cultural heritage dissemination. Firstly, most of the grandstands and the main entrance are the results of a partial restoration carried out during the 1960s, based more on pragmatic rather than scientific criteria, and with many historical inaccuracies. Secondly, the worship complex, consisting of a sanctuary on the arena and another one down of, goes unnoticed by most visitors. Finally, the only area where the grandstands remain, and the only one where someone can understand the vaulted construction technique, it is not available for public entrance.Facing this situation, the present reconstruction proposal provides people with a useful tool to comprehend the Roman building, especially where the remains are poorly preserved or inaccurately restored. In this regard, a set of rendered images has been created and, by such means, people can compare the reconstruction of the Roman building with its current remains. For this purpose, scientific methods have been employed, as well as 3D modelling technologies. First and foremost, all publications relating to Tarraco’s amphitheater have been thoroughly reviewed. Then, the archaeological remains have been redrawn using CAD tools. Henceforth, the plans and sections have been reconstructed, 3D modelled and rendered.While the reconstruction was being developed, Roman ludic processions were found to be an interesting topic that could serve as a common thread. This way, the sectors to be reconstructed were sequenced as follows. First, the eastern entrance or Porta Triumphalis, which led the entourage to the arena. Second, the upper sacellum, where the priests conducted the liturgies to inaugurate the games. Third, the southern area, through which the gladiators and the authorities left the arena to their positions (for the first group, the service's rooms located in the underground, while for the second one, the authorities stand). Last but not least, the sanctuary under the arena, where the gladiators could perform their last prayers before the combat began.Along with the text below, images of the reconstruction can be found next to photographs of the state of preservation, following the aforementioned sequence. Therefore, Figures 2, 3 and 4 explain the image and functioning of the main entrance (Porta Triumphalis): while Figures 2 and 4 show virtual restorations from the inside and the outside, Figure 3 presents the development of the corridor in section and plan. Figures 6 and 7 display how the upper sanctuary had looked like from the arena and once inside respectively. Figures 9 and 10 are a 2D restoration of the southern area, where its role as a hub can be understood. Figure 11 shows the southern sector from the outside, where the double entrance can be appreciated, as well as the outside stairs used by","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":null,"pages":null},"PeriodicalIF":2.3,"publicationDate":"2020-07-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47364058","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}
Dariush Eslami, L. Di Angelo, P. Di Stefano, C. Pane
Potteries are the most numerous finds found in archaeological excavations; they are often used to get information about the history, economy, and art of a site. Archaeologists rarely find complete vases but, generally, damaged and in fragments, often mixed with other pottery groups. By using the traditional manual method, the analysis and reconstruction of sherds are performed by a skilled operator. Reviewed papers provided evidence that the traditional method is not reproducible, not repeatable, time-consuming and its results have great uncertainties. To overcome the aforementioned limits, in the last years, researchers have made efforts to develop computer-based methods for archaeological ceramic sherds analysis, aimed at their reconstruction. To contribute to this field of study, in this paper, a comprehensive analysis of the most important available publications until the end of 2019 is presented. This study, focused on pottery fragments only, is performed by collecting papers in English by the Scopus database using the following keywords: “computer methods in archaeology", "3D archaeology", "3D reconstruction", "automatic feature recognition and reconstruction", "restoration of pottery shape relics”. The list is completed by additional references found through the reading of selected papers. The 53 selected papers are divided into three periods of time. According to a detailed review of the performed studies, the key elements of each analyzed method are listed based on data acquisition tools, features extracted, classification processes, and matching techniques. Finally, to overcome the actual gaps some recommendations for future researches are proposed. Highlights: The traditional manual method for reassembling sherds is very time-consuming and costly; it also requires a great deal effort from skilled archaeologists in repetitive and routine activities. Computer-based methods for archaeological ceramic sherds reconstruction can help archaeologists in the above-mentioned repetitive and routine activities. In this paper, the state-of-the-art computer-based methods for archaeological ceramic sherds reconstruction are reviewed, and some recommendations for future researches are proposed.
{"title":"Review of computer-based methods for archaeological ceramic sherds reconstruction","authors":"Dariush Eslami, L. Di Angelo, P. Di Stefano, C. Pane","doi":"10.4995/VAR.2020.13134","DOIUrl":"https://doi.org/10.4995/VAR.2020.13134","url":null,"abstract":"Potteries are the most numerous finds found in archaeological excavations; they are often used to get information about the history, economy, and art of a site. Archaeologists rarely find complete vases but, generally, damaged and in fragments, often mixed with other pottery groups. By using the traditional manual method, the analysis and reconstruction of sherds are performed by a skilled operator. Reviewed papers provided evidence that the traditional method is not reproducible, not repeatable, time-consuming and its results have great uncertainties. To overcome the aforementioned limits, in the last years, researchers have made efforts to develop computer-based methods for archaeological ceramic sherds analysis, aimed at their reconstruction. To contribute to this field of study, in this paper, a comprehensive analysis of the most important available publications until the end of 2019 is presented. This study, focused on pottery fragments only, is performed by collecting papers in English by the Scopus database using the following keywords: “computer methods in archaeology\", \"3D archaeology\", \"3D reconstruction\", \"automatic feature recognition and reconstruction\", \"restoration of pottery shape relics”. The list is completed by additional references found through the reading of selected papers. The 53 selected papers are divided into three periods of time. According to a detailed review of the performed studies, the key elements of each analyzed method are listed based on data acquisition tools, features extracted, classification processes, and matching techniques. Finally, to overcome the actual gaps some recommendations for future researches are proposed. Highlights: The traditional manual method for reassembling sherds is very time-consuming and costly; it also requires a great deal effort from skilled archaeologists in repetitive and routine activities. Computer-based methods for archaeological ceramic sherds reconstruction can help archaeologists in the above-mentioned repetitive and routine activities. In this paper, the state-of-the-art computer-based methods for archaeological ceramic sherds reconstruction are reviewed, and some recommendations for future researches are proposed.","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":null,"pages":null},"PeriodicalIF":2.3,"publicationDate":"2020-07-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42850757","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}