L. Falconer, D. Burden, R. Cleal, R. Hoyte, Phillip Phelps, Neil Slawson, N. Snashall, K. Welham
This paper describes and discusses creating and evaluating a virtual reality simulation of Avebury Stone Circle and Henge complex as it might have appeared and sounded circa 2300 BCE. Avebury is a Neolithic heritage site in the UK which is part of the Stonehenge, Avebury and associated sites UNESCO World Heritage Site. The overall aim of the project was to better understand the sense of place and presence that visitors can experience in virtual simulations of heritage sites. We investigated how virtual spaces might become experienced as places by visitors through their exploration, active participation, sensory stimulation and communication with other visitors in the simulation. More than 1200 members of the public experienced the simulation, both at Avebury itself and at three public exhibitions. The specific objectives of the project were to explore if and how the believability of a simulation was associated with feeling a sense of place in the virtual landscape, and if some personal characteristics, viz. age, disability, sex, immersive tendency, familiarity with IT and frequency of playing computer games, were associated with levels of enjoyment in, and learning from, the simulation. We analysed the data from a detailed questionnaire completed by 388 of the 702 visitors to Avebury from June to September 2018 who experienced the simulation, supported by observational data from all participants at all events. We found that believability was associated with a sense of place in the simulation, i.e. that the more believable the simulation appeared, the greater the sense of place experienced by the participants. We also found that personal characteristics had very little influence upon visitor reactions to the simulation, suggesting that such simulations might have wide appeal for heritage and museum visitors, regardless of age, gender or familiarity with technology. Highlights More than 1200 members of the public experienced a 3D, fully immersive simulation of Avebury Henge, Wiltshire, UK over a nine-month period. We found patterns of use and familiarity with information technology (IT), and using mobile technologies for gaming, that did not follow age and gender stereotypes. We found little correlation between age, gender and IT familiarity with reactions to Virtual Avebury, suggesting that such simulations might have wide appeal for heritage site visitors.
本文描述并讨论了创建和评估Avebury Stone Circle和Henge综合体的虚拟现实模拟,因为它可能在公元前2300年左右出现和听起来。Avebury是英国的新石器时代遗产,是巨石阵、Avebury和联合国教科文组织世界遗产的一部分。该项目的总体目标是更好地理解游客在遗产地虚拟模拟中可以体验到的地方感和存在感。我们调查了虚拟空间如何通过游客在模拟中的探索、积极参与、感官刺激和与其他游客的交流而被游客体验为场所。1200多名公众在Avebury和三个公共展览上体验了模拟。该项目的具体目标是探索模拟的可信度是否以及如何与虚拟环境中的位置感相关联,以及一些个人特征,即年龄、残疾、性别、沉浸式倾向、对IT的熟悉程度和玩电脑游戏的频率,是否与模拟的乐趣和学习水平相关联。我们分析了2018年6月至9月在Avebury体验模拟的702名游客中388人完成的详细问卷调查的数据,并得到了所有活动参与者的观测数据的支持。我们发现,可信度与模拟中的位置感有关,即模拟出现得越可信,参与者体验到的位置感就越大。我们还发现,个人特征对游客对模拟的反应影响很小,这表明这种模拟可能对遗产和博物馆游客有广泛的吸引力,无论年龄、性别或对技术的熟悉程度如何。亮点1200多名公众在九个月的时间里体验了英国威尔特郡Avebury Henge的3D全沉浸式模拟。我们发现,对信息技术(IT)的使用和熟悉,以及使用移动技术进行游戏的模式,都不遵循年龄和性别刻板印象。我们发现,年龄、性别和IT熟悉程度与对Virtual Avebury的反应之间几乎没有相关性,这表明这种模拟可能对遗产地游客有广泛的吸引力。
{"title":"Virtual Avebury: exploring sense of place in a virtual archaeology simulation","authors":"L. Falconer, D. Burden, R. Cleal, R. Hoyte, Phillip Phelps, Neil Slawson, N. Snashall, K. Welham","doi":"10.4995/VAR.2020.12924","DOIUrl":"https://doi.org/10.4995/VAR.2020.12924","url":null,"abstract":"This paper describes and discusses creating and evaluating a virtual reality simulation of Avebury Stone Circle and Henge complex as it might have appeared and sounded circa 2300 BCE. Avebury is a Neolithic heritage site in the UK which is part of the Stonehenge, Avebury and associated sites UNESCO World Heritage Site. The overall aim of the project was to better understand the sense of place and presence that visitors can experience in virtual simulations of heritage sites. We investigated how virtual spaces might become experienced as places by visitors through their exploration, active participation, sensory stimulation and communication with other visitors in the simulation. More than 1200 members of the public experienced the simulation, both at Avebury itself and at three public exhibitions. The specific objectives of the project were to explore if and how the believability of a simulation was associated with feeling a sense of place in the virtual landscape, and if some personal characteristics, viz. age, disability, sex, immersive tendency, familiarity with IT and frequency of playing computer games, were associated with levels of enjoyment in, and learning from, the simulation. We analysed the data from a detailed questionnaire completed by 388 of the 702 visitors to Avebury from June to September 2018 who experienced the simulation, supported by observational data from all participants at all events. We found that believability was associated with a sense of place in the simulation, i.e. that the more believable the simulation appeared, the greater the sense of place experienced by the participants. We also found that personal characteristics had very little influence upon visitor reactions to the simulation, suggesting that such simulations might have wide appeal for heritage and museum visitors, regardless of age, gender or familiarity with technology. Highlights More than 1200 members of the public experienced a 3D, fully immersive simulation of Avebury Henge, Wiltshire, UK over a nine-month period. We found patterns of use and familiarity with information technology (IT), and using mobile technologies for gaming, that did not follow age and gender stereotypes. We found little correlation between age, gender and IT familiarity with reactions to Virtual Avebury, suggesting that such simulations might have wide appeal for heritage site visitors.","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":"49423940","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}
Ana Isabel Calero-Castillo, Ana Carrasco-Huertas, Marta Durbán-García, Jorge Alberto Durán-Suárez
The aim of this paper is to explain the convenience of photogrammetry and virtual reconstruction applied to the restoration of large format canvas. This study presents the application of these techniques to the restoration and musealization of a late 19th century mural canvas painting attached to the ceiling of the Zambrano Pharmacy (Granada, Spain). The painting is an example of the allegorical motifs that could be found in 19th and 20th century pharmacies. It represents a group of cherubs and allegorical figures of Science or Pharmacy sitting in the clouds; the scene is surrounded by an architectural frame. The mural painting by Francisco Moron & Lujan (Granada, 1846 - Huercal-Overa, Almeria, 1899) shows his signature in the lower right corner of the painting. The painting was in a good overall condition, but presented considerable yellowing and darkening (due to exposure to nearby pollution from the street, dust, etc.) that required its cleaning to reveal its true colors. In 2018, the pharmacy was acquired by the University of Granada, initiating its transfer to the conservation laboratories for its restoration, with two aims: recovering its original appearance, and preparing for its display in the “Ciencia, ciudad y cambio” exhibition (Hospital Real of Granada, February 6th to may 17th 2019); to this day, the painting is located in the crossing of the Hospital Real. Once the intervention started, its large dimensions (7.6 x 3.3 m) made it impossible to obtain a complete high-quality orthogonal image using traditional photography methods. Therefore, it was decided to use photogrammetry for the correct documentation of: a) the initial state of the painting, b) the different restoration phases (initial documentation, mechanical cleaning of the reverse, removal of the protection of the front, cleaning of the front and pictorial reintegration), and c) the final result after the restoration process. Furthermore, this canvas was attached to the ceiling presumably with an animal glue adhesive, and during its intervention it was observed that the imprint of an earlier mural painting was attached to its reverse. Since the reverse of the canvas was hidden by the final mounting system, it was necessary to document the imprint of the previous mural painting adhered to the reverse of the canvas. To recreate the original painting and to allow a correct study and comprehension of this work, a virtual reconstruction based on the photogrammetric documentation of the reverse of the painting was achieved. The photogrammetric processing allowed us to obtain high-quality orthogonal images (10000 x 5000 px), thus demonstrating the suitability of this technique for the documentation of a large format canvas. The images obtained were also useful to study the dimensions of the paint, with a total area of 25 m2. Agisoft PhotoScan Professional was used for the photogrammetric model; the three-dimensional (3D) models and the textures were transferred to a 3D free softwar
本文的目的是解释摄影测量和虚拟重建应用于大幅面画布修复的便利性。本研究将这些技术应用于19世纪晚期赞布拉诺药房(西班牙格拉纳达)天花板上的壁画油画的修复和博物馆化。这幅画是19世纪和20世纪药店中可以找到的寓言主题的一个例子。它代表了一群坐在云端的科学或药学的小天使和寓言人物;这个场景被一个建筑框架包围着。Francisco Moron和Lujan的壁画(格拉纳达,1846年-阿尔梅里亚的Huercal Overa,1899年)在画作的右下角显示了他的签名。这幅画整体状况良好,但呈现出相当大的发黄和变暗(由于暴露在附近街道、灰尘等的污染中),需要进行清洁才能露出真实的颜色。2018年,格拉纳达大学收购了这家药店,开始将其转移到保护实验室进行修复,目的有两个:恢复原貌,并准备在“Ciencia,ciudad y cambio”展览中展出(格拉纳达皇家医院,2019年2月6日至5月17日);时至今日,这幅画位于皇家医院的十字路口。一旦干预开始,其大尺寸(7.6 x 3.3米)使得使用传统摄影方法无法获得完整的高质量正交图像。因此,决定使用摄影测量来正确记录:a)绘画的初始状态,b)不同的修复阶段(初始记录、背面的机械清洁、正面保护的移除、正面的清洁和图像重新融合),以及c)修复过程后的最终结果。此外,这幅画布可能是用动物胶粘在天花板上的,在它的干预过程中,人们观察到早期壁画的印记附着在它的背面。由于画布的背面被最终的装裱系统隐藏,因此有必要记录粘附在画布背面的前一幅壁画的印记。为了重现原画,并允许对这幅作品进行正确的研究和理解,基于画作背面的摄影测量文件进行了虚拟重建。摄影测量处理使我们能够获得高质量的正交图像(10000 x 5000 px),从而证明了这种技术适用于大幅面画布的文档。所获得的图像也有助于研究总面积为25m2的涂料的尺寸。Agisoft PhotoScan Professional用于摄影测量模型;三维(3D)模型和纹理被转移到3D自由软件(Blender),用于模型的渲染和再现。另一方面,使用Adobe Photoshop进行虚拟重建,以恢复整幅画。方法包括使用不同的层来绘制图案和模拟建筑的缺失部分;然后,在保留的油漆(占总面积的24.5%)的基础上重建缺失的部分,最后加入纹理和滤镜来模拟壁画的外观。这项研究证明,摄影测量适合记录大幅面摄影作品的修复过程,因为这项技术可以从不同的干预阶段获得高分辨率的正射照片。此外,虚拟重建已被证明是一种有用的工具,用于记录绘画、配准和可视化;它还可以重现装饰图案和原始颜色。
{"title":"Documentación y reconstrucción virtual en restauración de obras pictóricas de gran formato: el lienzo mural de la farmacia Zambrano","authors":"Ana Isabel Calero-Castillo, Ana Carrasco-Huertas, Marta Durbán-García, Jorge Alberto Durán-Suárez","doi":"10.4995/var.2020.13343","DOIUrl":"https://doi.org/10.4995/var.2020.13343","url":null,"abstract":"The aim of this paper is to explain the convenience of photogrammetry and virtual reconstruction applied to the restoration of large format canvas. This study presents the application of these techniques to the restoration and musealization of a late 19th century mural canvas painting attached to the ceiling of the Zambrano Pharmacy (Granada, Spain). The painting is an example of the allegorical motifs that could be found in 19th and 20th century pharmacies. It represents a group of cherubs and allegorical figures of Science or Pharmacy sitting in the clouds; the scene is surrounded by an architectural frame. The mural painting by Francisco Moron & Lujan (Granada, 1846 - Huercal-Overa, Almeria, 1899) shows his signature in the lower right corner of the painting. The painting was in a good overall condition, but presented considerable yellowing and darkening (due to exposure to nearby pollution from the street, dust, etc.) that required its cleaning to reveal its true colors. In 2018, the pharmacy was acquired by the University of Granada, initiating its transfer to the conservation laboratories for its restoration, with two aims: recovering its original appearance, and preparing for its display in the “Ciencia, ciudad y cambio” exhibition (Hospital Real of Granada, February 6th to may 17th 2019); to this day, the painting is located in the crossing of the Hospital Real. Once the intervention started, its large dimensions (7.6 x 3.3 m) made it impossible to obtain a complete high-quality orthogonal image using traditional photography methods. Therefore, it was decided to use photogrammetry for the correct documentation of: a) the initial state of the painting, b) the different restoration phases (initial documentation, mechanical cleaning of the reverse, removal of the protection of the front, cleaning of the front and pictorial reintegration), and c) the final result after the restoration process. Furthermore, this canvas was attached to the ceiling presumably with an animal glue adhesive, and during its intervention it was observed that the imprint of an earlier mural painting was attached to its reverse. Since the reverse of the canvas was hidden by the final mounting system, it was necessary to document the imprint of the previous mural painting adhered to the reverse of the canvas. To recreate the original painting and to allow a correct study and comprehension of this work, a virtual reconstruction based on the photogrammetric documentation of the reverse of the painting was achieved. The photogrammetric processing allowed us to obtain high-quality orthogonal images (10000 x 5000 px), thus demonstrating the suitability of this technique for the documentation of a large format canvas. The images obtained were also useful to study the dimensions of the paint, with a total area of 25 m2. Agisoft PhotoScan Professional was used for the photogrammetric model; the three-dimensional (3D) models and the textures were transferred to a 3D free softwar","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":"43585532","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}
Can we preserve cultural heritage and, consequently, the memory of the past? To answer this question, one should look at the digital revolution that the world has gone through in recent decades and analyse the complex and the dialectical relationship between cultural heritage and new technologies. Thanks to these, increasingly accurate reconstructions of archaeological sites and historical monuments are possible. The resulting digital replicas are fundamental to experience and understand cultural heritage in innovative ways: they have complex and dynamic relationships with the original objects. This research paper highlights the importance and the scientific validity of digital replicas aimed at understanding, enhancing and protecting cultural heritage. The study focuses on the virtual reconstruction of the constructive phases, from the mid-15th century to date, of one of the most emblematic Gothic-Renaissance buildings in the city of Milan (Italy): the convent of Santa Maria delle Grazie, famous worldwide for hosting Leonardo da Vinci's Last Supper painting. This site proved to be an ideal case study because of its troubled and little-known history that led to numerous changes over the centuries. Thanks to a methodological approach based on the analysis of the documentary sources and three-dimensional (3D) modelling, it was possible to outline the chronological succession of the convent transformations; the way in which these overlapped the pre-existing structures was described starting from the Renaissance harmonious and organic interventions, to finally reach 18th-19th centuries inhomogeneous and incompatible additions. Finally, the research was completed by mapping the 3D models based on the sources used and their different levels of accuracy. The 3D models have thus become a valid tool for checking and verifying the reconstruction hypotheses.Highlights:The study focused on the virtual reconstruction of the convent of Santa Maria delle Grazie, one of the most emblematicGothic-Renaissance buildings in the city of Milan.By combining data from documentary sources, architectural treatises, period photos and digital survey, the mainbuilding phases of the convent, from the 15th century to date, were digitally reconstructed.The 3D models are enriched with information about the accuracy of the digital reconstruction, creating 3D databasesthat can be easily consulted and updated.
{"title":"Reliving history: the digital reconstruction of the convent of Santa Maria delle Grazie in Milan","authors":"D. Aiello, C. Bolognesi","doi":"10.4995/var.2020.13706","DOIUrl":"https://doi.org/10.4995/var.2020.13706","url":null,"abstract":"Can we preserve cultural heritage and, consequently, the memory of the past? To answer this question, one should look at the digital revolution that the world has gone through in recent decades and analyse the complex and the dialectical relationship between cultural heritage and new technologies. Thanks to these, increasingly accurate reconstructions of archaeological sites and historical monuments are possible. The resulting digital replicas are fundamental to experience and understand cultural heritage in innovative ways: they have complex and dynamic relationships with the original objects. This research paper highlights the importance and the scientific validity of digital replicas aimed at understanding, enhancing and protecting cultural heritage. The study focuses on the virtual reconstruction of the constructive phases, from the mid-15th century to date, of one of the most emblematic Gothic-Renaissance buildings in the city of Milan (Italy): the convent of Santa Maria delle Grazie, famous worldwide for hosting Leonardo da Vinci's Last Supper painting. This site proved to be an ideal case study because of its troubled and little-known history that led to numerous changes over the centuries. Thanks to a methodological approach based on the analysis of the documentary sources and three-dimensional (3D) modelling, it was possible to outline the chronological succession of the convent transformations; the way in which these overlapped the pre-existing structures was described starting from the Renaissance harmonious and organic interventions, to finally reach 18th-19th centuries inhomogeneous and incompatible additions. Finally, the research was completed by mapping the 3D models based on the sources used and their different levels of accuracy. The 3D models have thus become a valid tool for checking and verifying the reconstruction hypotheses.Highlights:The study focused on the virtual reconstruction of the convent of Santa Maria delle Grazie, one of the most emblematicGothic-Renaissance buildings in the city of Milan.By combining data from documentary sources, architectural treatises, period photos and digital survey, the mainbuilding phases of the convent, from the 15th century to date, were digitally reconstructed.The 3D models are enriched with information about the accuracy of the digital reconstruction, creating 3D databasesthat can be easily consulted and updated.","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":"46097451","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}
Data collection, documentation and analysis of the traces of ancient ruins and archaeological sites represent an inestimable value to be handed down to future generations. Thanks to the development of new technologies in the field of computer graphics, Building Information Modelling (BIM), Virtual Reality (VR) and three-dimensional (3D) digital survey, this research proposes new levels of interactivity between users and virtual environments capable of communicating the tangible and intangible values of remains of ancient ruins. In this particular field of development, 3D drawing and digital modelling are based on the application of new Scan-to-HBIM-to-VR specifications capable of transforming simple points (point clouds) into mathematical models and digital information. Thanks to the direct application of novel grades of generation (GOG) and accuracy (GOA) it has been possible to go beyond the creation of complex models for heritage BIM (HBIM) and explore the creation of informative 3D representation composed by sub-elements (granular HBIM objects) characterized by a further level of knowledge. The value of measurement, 3D drawing and digital modelling have been investigated from the scientific point of view and oriented to the generation of a holistic model able to relate both with architects, engineers, and surveyors but also with archaeologists, restorers and virtual tourists.Highlights:The concept of ‘granular HBIM objects’ is introduced to show the unexpressed potential of the scan-to-BIM process for different types of data analyses and uses.Sustainable development of VR projects for archaeological sites is proposed, allowing users to discover the hidden historical values with new levels of interactivity and information.HBIM and VR projects have been improved through the integration of laser scanning, digital photogrammetry (terrestrial and UAV) and advanced modelling techniques.
{"title":"HBIM, 3D drawing and virtual reality for archaeological sites and ancient ruins","authors":"F. Banfi","doi":"10.4995/VAR.2020.12416","DOIUrl":"https://doi.org/10.4995/VAR.2020.12416","url":null,"abstract":"Data collection, documentation and analysis of the traces of ancient ruins and archaeological sites represent an inestimable value to be handed down to future generations. Thanks to the development of new technologies in the field of computer graphics, Building Information Modelling (BIM), Virtual Reality (VR) and three-dimensional (3D) digital survey, this research proposes new levels of interactivity between users and virtual environments capable of communicating the tangible and intangible values of remains of ancient ruins. In this particular field of development, 3D drawing and digital modelling are based on the application of new Scan-to-HBIM-to-VR specifications capable of transforming simple points (point clouds) into mathematical models and digital information. Thanks to the direct application of novel grades of generation (GOG) and accuracy (GOA) it has been possible to go beyond the creation of complex models for heritage BIM (HBIM) and explore the creation of informative 3D representation composed by sub-elements (granular HBIM objects) characterized by a further level of knowledge. The value of measurement, 3D drawing and digital modelling have been investigated from the scientific point of view and oriented to the generation of a holistic model able to relate both with architects, engineers, and surveyors but also with archaeologists, restorers and virtual tourists.Highlights:The concept of ‘granular HBIM objects’ is introduced to show the unexpressed potential of the scan-to-BIM process for different types of data analyses and uses.Sustainable development of VR projects for archaeological sites is proposed, allowing users to discover the hidden historical values with new levels of interactivity and information.HBIM and VR projects have been improved through the integration of laser scanning, digital photogrammetry (terrestrial and UAV) and advanced modelling techniques.","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":"42962126","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}
Nika Lužnik-Jancsary, B. Horejs, Michael Klein, C. Schwall
This article sets a framework for computer-based visualisations of cultural heritage sites. The project focuses on a workflow for a visualisation illustrated on a specific solution for the site of Cukurici Hoyuk, a tell settlement in Turkey. With the virtual presentation, an interdisciplinary research group tries to offer complex scientific results to the general public as well as to experts. The team utilised data acquisition and communication techniques, interpretative approaches, and dissemination methods. The three-dimensional (3D) outcome is based on a large amount of scientific data, usually available only via analogue or digital publications for a specialised audience. The work focused on constructed and personal authenticity to reach the viewer’s feelings. As an interpretative narrative, the daily lives of the inhabitants were selected. A communication plan was constructed, and a video animation with narration and a musical background was selected as the most appropriate communication tool. The movie was divided into four chapters (Introduction, Neolithic Period, Chalcolithic Period and Early Bronze Age Period ). A separate webpage was designed to provide additional information when the video is viewed online. The webpage was divided into tabs that describe each chapter and three additional topics ( Visualisation Process, Further Reading, and Credits ). The video was shared in different settings, e.g. at public talks and on social media. The process resulted in a complex workflow that consists of several stages: data acquisition, first interpretation, 3D model creation, communication plan, second interpretation, 3D model adjustment, and dissemination output. Each stage of the workflow serves as an example to show the types of nodes these parts can include. The result is a flexible framework with predefined process stages, which can be re-used for similar projects. Highlights: Computer-aided visualisations bring hidden cultural heritage to life –an individual outcome for Cukurici Hoyuk, a tell settlement in Turkey. The interdisciplinary team combined data acquisition and communication techniques, interpretative approaches, and dissemination methods for achieving the best result. Integrative framework optimises the information and communication potential of virtual visualisations with the help of pre-defined workflow stages.
{"title":"Integration and workflow framework for virtual visualisation of cultural heritage. Revisiting the tell of Çukuriçi Höyük, Turkey","authors":"Nika Lužnik-Jancsary, B. Horejs, Michael Klein, C. Schwall","doi":"10.4995/VAR.2020.13086","DOIUrl":"https://doi.org/10.4995/VAR.2020.13086","url":null,"abstract":"This article sets a framework for computer-based visualisations of cultural heritage sites. The project focuses on a workflow for a visualisation illustrated on a specific solution for the site of Cukurici Hoyuk, a tell settlement in Turkey. With the virtual presentation, an interdisciplinary research group tries to offer complex scientific results to the general public as well as to experts. The team utilised data acquisition and communication techniques, interpretative approaches, and dissemination methods. The three-dimensional (3D) outcome is based on a large amount of scientific data, usually available only via analogue or digital publications for a specialised audience. The work focused on constructed and personal authenticity to reach the viewer’s feelings. As an interpretative narrative, the daily lives of the inhabitants were selected. A communication plan was constructed, and a video animation with narration and a musical background was selected as the most appropriate communication tool. The movie was divided into four chapters (Introduction, Neolithic Period, Chalcolithic Period and Early Bronze Age Period ). A separate webpage was designed to provide additional information when the video is viewed online. The webpage was divided into tabs that describe each chapter and three additional topics ( Visualisation Process, Further Reading, and Credits ). The video was shared in different settings, e.g. at public talks and on social media. The process resulted in a complex workflow that consists of several stages: data acquisition, first interpretation, 3D model creation, communication plan, second interpretation, 3D model adjustment, and dissemination output. Each stage of the workflow serves as an example to show the types of nodes these parts can include. The result is a flexible framework with predefined process stages, which can be re-used for similar projects. Highlights: Computer-aided visualisations bring hidden cultural heritage to life –an individual outcome for Cukurici Hoyuk, a tell settlement in Turkey. The interdisciplinary team combined data acquisition and communication techniques, interpretative approaches, and dissemination methods for achieving the best result. Integrative framework optimises the information and communication potential of virtual visualisations with the help of pre-defined workflow stages.","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":"46998230","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}
With the democratization of computers, tablets and smartphones, the data acquisition and exploration on archaeological sites are changing significantly. The digitization of information allows a faster, more efficient and more standardized data recording that facilitates the synthesis work required by the discipline. Numerous database programmes are being developed in archaeology and physical anthropology, notably with targeted tools developed to meet specific needs. However, to the authors’ knowledge, no efficient, free and open-source program for the recording of human bones in an archaeological context exists yet. In this paper, a mobile application for the intuitive recording of human bones from archaeological sites is described; this app, defined for the field and biological anthropologists, allows making an inventory of the burials from site to the laboratory from archaeological digs in an intuitive style. In addition to the recording of the skeleton, the application permits the recording of the discovery context. The application also gives significant freedom to the user, who can easily create research fields to their own research objectives. Finally, it permits exporting the information, either as text (automatic report) and/or as tables for statistical use. It is a modular, ergonomic and portable tool which meets researchers' requirements without needing an internet connection; it stores the recorded information in several formats (CSV, SVG, HTML and/or JSON), in a sustainable computer language, permitting complementary modules development. The system is implemented in the form of a free and open-source web application, programmed in JavaScript (available from http://www.humanos.cnrs.fr/) and supplied in the form of a simple ZIP file to decompress. The application does not require any special installation, as it opens by clicking on the executable "HumanOS.html" with any web browser, even without an Internet connection.Highlights:We have developed a mobile application which allows "field anthropologists" to record burials inventories from archaeological excavations on site and in the laboratory, in an intuitive way.In addition to recording the skeleton, the application makes it possible to note the context of the discovery and to create fields of investigation according to its own research objectives.It allows data export in the form of text (automatic report) and/or tables for statistical uses.
{"title":"HumanOS: an open source nomadic software database for physical anthropology and archaeology","authors":"Rozenn Colleter, J. Romain, Jean-Baptiste Barreau","doi":"10.4995/var.2020.13422","DOIUrl":"https://doi.org/10.4995/var.2020.13422","url":null,"abstract":"With the democratization of computers, tablets and smartphones, the data acquisition and exploration on archaeological sites are changing significantly. The digitization of information allows a faster, more efficient and more standardized data recording that facilitates the synthesis work required by the discipline. Numerous database programmes are being developed in archaeology and physical anthropology, notably with targeted tools developed to meet specific needs. However, to the authors’ knowledge, no efficient, free and open-source program for the recording of human bones in an archaeological context exists yet. In this paper, a mobile application for the intuitive recording of human bones from archaeological sites is described; this app, defined for the field and biological anthropologists, allows making an inventory of the burials from site to the laboratory from archaeological digs in an intuitive style. In addition to the recording of the skeleton, the application permits the recording of the discovery context. The application also gives significant freedom to the user, who can easily create research fields to their own research objectives. Finally, it permits exporting the information, either as text (automatic report) and/or as tables for statistical use. It is a modular, ergonomic and portable tool which meets researchers' requirements without needing an internet connection; it stores the recorded information in several formats (CSV, SVG, HTML and/or JSON), in a sustainable computer language, permitting complementary modules development. The system is implemented in the form of a free and open-source web application, programmed in JavaScript (available from http://www.humanos.cnrs.fr/) and supplied in the form of a simple ZIP file to decompress. The application does not require any special installation, as it opens by clicking on the executable \"HumanOS.html\" with any web browser, even without an Internet connection.Highlights:We have developed a mobile application which allows \"field anthropologists\" to record burials inventories from archaeological excavations on site and in the laboratory, in an intuitive way.In addition to recording the skeleton, the application makes it possible to note the context of the discovery and to create fields of investigation according to its own research objectives.It allows data export in the form of text (automatic report) and/or tables for statistical uses.","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":"46080291","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}
Despite the increasing number of three-dimensional (3D) model portals and online repositories catering for digital heritage scholars, students and interested members of the general public, there are very few recent academic publications that offer a critical analysis when reviewing the relative potential of these portals and online repositories. Solid reviews of the features and functions they offer are insufficient; there is also a lack of explanations as to how these assets and their related functionality can further the digital heritage (and virtual heritage) field, and help in the preservation, maintenance, and promotion of real-world 3D heritage sites and assets. What features do they offer? How could their feature list better cater for the needs of the GLAM (galleries, libraries, archives and museums) sector? This article’s priority is to examine the useful features of 8 institutional and 11 commercial repositories designed specifically to host 3D digital models. The available features of their associated 3D viewers, where applicable, are also analysed, connecting recommendations for future-proofing with the need to address current gaps and weaknesses in the scholarly field of 3D digital heritage. Many projects do not address the requirements stipulated by charters, such as access, reusability, and preservation. The lack of preservation strategies and examples highlights the oxymoronic nature of virtual heritage (oxymoronic in the sense that the virtual heritage projects themselves are seldom preserved). To study these concerns, six criteria for gauging the usefulness of the 3D repositories to host 3D digital models and related digital assets are suggested. The authors also provide 13 features that would be useful additions for their 3D viewers. Highlights: A survey of relevant features from eight institutional and eleven commercial online 3D repositories in the scholarly fieldof 3D digital heritage. Presents a critical review of their hosting services and 3D model viewer features. Proposes six features to enhance services of 3D repositories to support the GLAM sector, heritage scholars andheritage communities.
{"title":"Survey of 3D digital heritage repositories and platforms","authors":"E. Champion, Hafizur Rahaman","doi":"10.4995/var.2020.13226","DOIUrl":"https://doi.org/10.4995/var.2020.13226","url":null,"abstract":"Despite the increasing number of three-dimensional (3D) model portals and online repositories catering for digital heritage scholars, students and interested members of the general public, there are very few recent academic publications that offer a critical analysis when reviewing the relative potential of these portals and online repositories. Solid reviews of the features and functions they offer are insufficient; there is also a lack of explanations as to how these assets and their related functionality can further the digital heritage (and virtual heritage) field, and help in the preservation, maintenance, and promotion of real-world 3D heritage sites and assets. What features do they offer? How could their feature list better cater for the needs of the GLAM (galleries, libraries, archives and museums) sector? This article’s priority is to examine the useful features of 8 institutional and 11 commercial repositories designed specifically to host 3D digital models. The available features of their associated 3D viewers, where applicable, are also analysed, connecting recommendations for future-proofing with the need to address current gaps and weaknesses in the scholarly field of 3D digital heritage. Many projects do not address the requirements stipulated by charters, such as access, reusability, and preservation. The lack of preservation strategies and examples highlights the oxymoronic nature of virtual heritage (oxymoronic in the sense that the virtual heritage projects themselves are seldom preserved). To study these concerns, six criteria for gauging the usefulness of the 3D repositories to host 3D digital models and related digital assets are suggested. The authors also provide 13 features that would be useful additions for their 3D viewers. Highlights: A survey of relevant features from eight institutional and eleven commercial online 3D repositories in the scholarly fieldof 3D digital heritage. Presents a critical review of their hosting services and 3D model viewer features. Proposes six features to enhance services of 3D repositories to support the GLAM sector, heritage scholars andheritage communities.","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":"41559865","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}
In recent years, the use of three-dimensional (3D) models in cultural and archaeological heritage for documentation and dissemination purposes has increased. New geomatics technologies have significantly reduced the time spent on fieldwork surveys and data processing. The archaeological remains can be documented and reconstructed in a digital 3D environment thanks to the new 3D survey technologies. Furthermore, the products generated by modern surveying technologies can be reconstructed in a virtual environment on effective archaeological bases and hypotheses coming from a detailed 3D data analysis. However, the choice of technologies that should be used to get the best results for different archaeological remains and how to use 3D models to improve knowledge and dissemination to a wider audience are open questions. This paper deals with the use of terrestrial laser scanners and photogrammetric surveys for the virtual reconstruction of an archaeological site. In particular, the work describes the study for the 3D documentation and virtual reconstruction of the “Sanctuary of Isis” in Lilybaeum, the ancient city of Marsala (southern Italy). The "Sanctuary of Isis" is the only Roman sacred building known in this archaeological area. Based on the survey data, it has been possible to recreate the original volumes of the ancient building and rebuild the two best-preserved floors –a geometric mosaic and an opus spicatum – for a first digital reconstruction of the archaeological complex in a 3D environment.
{"title":"3D survey for the archaeological study and virtual reconstruction of the “Sanctuary of Isis” in the ancient Lilybaeum (Italy)","authors":"L. Fazio, M. Lo Brutto","doi":"10.4995/VAR.2020.11928","DOIUrl":"https://doi.org/10.4995/VAR.2020.11928","url":null,"abstract":"In recent years, the use of three-dimensional (3D) models in cultural and archaeological heritage for documentation and dissemination purposes has increased. New geomatics technologies have significantly reduced the time spent on fieldwork surveys and data processing. The archaeological remains can be documented and reconstructed in a digital 3D environment thanks to the new 3D survey technologies. Furthermore, the products generated by modern surveying technologies can be reconstructed in a virtual environment on effective archaeological bases and hypotheses coming from a detailed 3D data analysis. However, the choice of technologies that should be used to get the best results for different archaeological remains and how to use 3D models to improve knowledge and dissemination to a wider audience are open questions. This paper deals with the use of terrestrial laser scanners and photogrammetric surveys for the virtual reconstruction of an archaeological site. In particular, the work describes the study for the 3D documentation and virtual reconstruction of the “Sanctuary of Isis” in Lilybaeum, the ancient city of Marsala (southern Italy). The \"Sanctuary of Isis\" is the only Roman sacred building known in this archaeological area. Based on the survey data, it has been possible to recreate the original volumes of the ancient building and rebuild the two best-preserved floors –a geometric mosaic and an opus spicatum – for a first digital reconstruction of the archaeological complex in a 3D environment.","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":null,"pages":null},"PeriodicalIF":2.3,"publicationDate":"2020-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49515993","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}
Jean-Baptiste Barreau, Elen Esnault, Jérôme Foucher, M. Six, Cécile Le Faou
The Portes Mordelaises, remnants of the medieval city walls of Rennes, France, has been the subject of several archaeological excavations until 2017. From these excavations, we created a three-dimensional (3D) model of the site reconstructed as it would have appeared during the 15th century, including the surrounding plus the interiors of its famed towers. Once our efforts and results were officially recognised as being of national interest by the French Ministry of Culture and Communication, Department of Heritage and the National Museum Service of France, we presented our virtual model reconstruction in an exhibition curated by the Museum of Bretagne, entitled "Rennes, les vies d'une ville" (Rennes, the Lives of a City). This approach to 3D reconstruction of the site served to further study Rennes’ origins, its construction, organisation, as well as its historic relationship to surrounding territories. The main objective of this work was to investigate, using of a significant and complex archaeological site as proof of concept, how the digitalisation of an existing structure, the modelling of its hypothetical structures, and the interactions with its virtual spaces enabled the general public to provide critical feedback, and enhance archaeological knowledge and evaluation of such sites. This reconstruction was carried out under a West Digital Conservatory of Archaeological Heritage project, whose mission is to support and advise archaeologists in the production and exploration of 3D archaeological datasets using the latest digitisation, modelling, and virtual reality (VR) techniques. Through a complex but repeatable process, using the valuable data provided by various excavations, in addition to new information provided by the 3D digitalisation itself, we produced a 3D model, fully satisfactory to rigorous scientific standards, which was then incorporated into a VR space ready for diffusion to the general public. Furthermore, the fact that 45850 visitors were welcome to experience our 3D model at an exhibition in a city the size of Rennes proved to be a significant success.
{"title":"3D modelling of a 15th century city gate of Rennes: Portes Mordelaises","authors":"Jean-Baptiste Barreau, Elen Esnault, Jérôme Foucher, M. Six, Cécile Le Faou","doi":"10.4995/var.2020.12653","DOIUrl":"https://doi.org/10.4995/var.2020.12653","url":null,"abstract":"The Portes Mordelaises, remnants of the medieval city walls of Rennes, France, has been the subject of several archaeological excavations until 2017. From these excavations, we created a three-dimensional (3D) model of the site reconstructed as it would have appeared during the 15th century, including the surrounding plus the interiors of its famed towers. Once our efforts and results were officially recognised as being of national interest by the French Ministry of Culture and Communication, Department of Heritage and the National Museum Service of France, we presented our virtual model reconstruction in an exhibition curated by the Museum of Bretagne, entitled \"Rennes, les vies d'une ville\" (Rennes, the Lives of a City). This approach to 3D reconstruction of the site served to further study Rennes’ origins, its construction, organisation, as well as its historic relationship to surrounding territories. The main objective of this work was to investigate, using of a significant and complex archaeological site as proof of concept, how the digitalisation of an existing structure, the modelling of its hypothetical structures, and the interactions with its virtual spaces enabled the general public to provide critical feedback, and enhance archaeological knowledge and evaluation of such sites. This reconstruction was carried out under a West Digital Conservatory of Archaeological Heritage project, whose mission is to support and advise archaeologists in the production and exploration of 3D archaeological datasets using the latest digitisation, modelling, and virtual reality (VR) techniques. Through a complex but repeatable process, using the valuable data provided by various excavations, in addition to new information provided by the 3D digitalisation itself, we produced a 3D model, fully satisfactory to rigorous scientific standards, which was then incorporated into a VR space ready for diffusion to the general public. Furthermore, the fact that 45850 visitors were welcome to experience our 3D model at an exhibition in a city the size of Rennes proved to be a significant success.","PeriodicalId":44206,"journal":{"name":"Virtual Archaeology Review","volume":null,"pages":null},"PeriodicalIF":2.3,"publicationDate":"2020-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44870799","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}