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Online Gaming as Digital Heuristics 作为数字启发式的在线游戏
Q1 Arts and Humanities Pub Date : 2021-04-10 DOI: 10.14434/sdh.v4i2.30580
Miriam G. Clinton
While 3D modeling has only come into widespread archaeological use in recent years, it is hardly a new or untested approach in the study of architecture. Even so, archaeological 3D modeling has largely been limited to use in illustrations, rather than treated as a part of the scientific method. Using the case study of the Minoan House of the Rhyta at Pseira, this article discusses the results of applying 3D modeling as not only a visualization, but also a hypothesis testing tool.In the summer of 2014, the Minoan Modeling Project undertook a new intensive architectural examination of the Minoan House of the Rhyta at Pseira. The project produced both state and reconstructed 3D models. The 3D reconstruction became the basis of an educational video game designed as a scientific tool to test architectural theories about the use of space. As gamers interact with and circulate through the various rooms in the House of the Rhyta, their movements are tracked and statistically compared with the results of more traditional methods of access and circulation pattern analysis. This article presents preliminary results of this crowdsourced online game study, in addition to discussing strengths and weaknesses of the technique as learned through the process of building the model and game.
虽然3D建模在最近几年才广泛应用于考古,但它在建筑研究中几乎不是一种新的或未经测试的方法。即便如此,考古学的3D建模在很大程度上仅限于插图的使用,而不是作为科学方法的一部分。本文以Pseira的Minoan House of the Rhyta为例,讨论了将3D建模不仅作为可视化工具,而且作为假设检验工具的应用结果。2014年夏天,米诺斯建模项目对位于Pseira的Rhyta的米诺斯住宅进行了新的密集建筑检查。该项目生成了状态和重建的3D模型。3D重建成为一个教育视频游戏的基础,作为测试空间使用的建筑理论的科学工具。当玩家在House of the Rhyta的各个房间中互动和走动时,他们的活动将被追踪,并与更传统的访问和循环模式分析方法的结果进行统计比较。本文将呈现这一众包在线游戏研究的初步结果,并讨论该技术在构建模型和游戏过程中所获得的优势和劣势。
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引用次数: 0
Structure from Motion and Archaeological Excavation: Experiences of the Via Consolare Project in Pompeii 运动结构与考古发掘——庞贝康索尔大街工程的经验
Q1 Arts and Humanities Pub Date : 2021-04-10 DOI: 10.14434/sdh.v4i2.27260
Michael A Anderson
The last decade of advances in Image-Based Modeling (IBM) data acquisition based on Structure from Motion (SfM) have made it possible as never before to record excavated archaeological deposits, historical architectural remains, artifacts, and geographical surroundings in the field. Armed only with digital cameras and low-cost or open-source software, researchers can now produce accurate point clouds of millions of points, capturing archaeological information in high-resolution detail. But what changes will IBM really bring to the standards, requirements, and expectations of practical field methodology for projects operating on shoe-string budgets? Since 2010, the Via Consolare Project, a small archaeological research project from a State level University, has employed an entirely open-source and “free for academic use” IBM pipeline to record a variety of archaeological features in Insula VII 6 and the “Villa delle Colonne a mosaico” in Pompeii. Ranging from surviving architecture, to rubble fill layers, to the interiors of inaccessible cisterns and drains, this work has been carried out in preparation for the eventual coordination of these data into a 3D GIS of all recorded stratigraphy. Rarely were sufficient resources available for dedicated equipment or personnel to be devoted to this task. While practical implementation, even in a low-budget excavation environment, has confirmed that this technology can indeed augment archaeological field documentation and provide investigation opportunities that would otherwise be impossible, it failed to replace traditional handdrafted recording techniques and was found to present significant challenges and a number of hidden costs. This emphasizes a need for appropriate and cautious planning in implementation, especially in projects with limited means.
过去十年,基于运动结构(SfM)的基于图像的建模(IBM)数据采集取得了进展,这使得前所未有地记录该领域中挖掘的考古沉积物、历史建筑遗迹、文物和地理环境成为可能。只有配备了数码相机和低成本或开源软件,研究人员现在可以制作数百万点的精确点云,以高分辨率的细节捕捉考古信息。但是,对于那些在预算范围内运作的项目,IBM真正会给实际现场方法的标准、要求和期望带来什么变化呢?自2010年以来,Via Consolare项目是一个来自州立大学的小型考古研究项目,它采用了一个完全开源且“免费供学术使用”的IBM管道来记录Insula VII 6和庞贝“Villa delle Colonne a mosaico”的各种考古特征。从幸存的建筑到碎石填充层,再到无法进入的蓄水池和排水沟的内部,这项工作的开展是为了准备将这些数据最终协调到所有记录地层的3D GIS中。很少有足够的资源用于专门的设备或人员来完成这项任务。尽管实际实施,即使是在低预算的挖掘环境中,也证实了这项技术确实可以增加考古现场文件,并提供原本不可能的调查机会,但它未能取代传统的手工记录技术,并被发现存在重大挑战和一些隐藏成本。这强调了在执行中需要进行适当和谨慎的规划,特别是在手段有限的项目中。
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引用次数: 2
Human versus computer vision in archaeological recording 考古记录中的人类视觉与计算机视觉
Q1 Arts and Humanities Pub Date : 2021-04-10 DOI: 10.14434/sdh.v4i2.31520
P. Sapirstein
As 3D scanning and photogrammetry are supplanting traditional illustration techniques with increasing speed, archaeologists and architectural historians have sounded alarms about what stands to be lost if hand drawing is altogether eliminated from fieldwork. This paper argues that the most direct threat is to a particular form of archaeological illustration which does not necessarily share the advantages attributed to other kinds of drawing. Recording by means of “technical drawing” communicates a collectively agreed interpretation of the ancient record, and its primary benefit is not stimulating creative thought but rather enhancing human observation. A review of two cases comparing the illustration of ancient Greek architecture through analogue and digital methods indicates that, in practice, both approaches draw attention away from the ancient subject and focus it on distracting protocols for the great majority of the time spent in the field. Even so, technical drawing requires protracted, in-person scrutiny of the subject, whereas 3D technologies pose a genuine risk of altogether eliminating meaningful human interpretation from the recording process. The greater efficiencies of digital techniques suggest a path forward, as time once allocated to tedious stages of technical drawing might be applied toward more thoughtful interpretive tasks. However, such measures must be deliberately integrated into a digital research program through planning around the very different cadences of the digital process.
随着3D扫描和摄影测量正以越来越快的速度取代传统的插图技术,考古学家和建筑历史学家已经发出警告,如果手绘完全从实地工作中消除,将会失去什么。本文认为,最直接的威胁是对一种特殊形式的考古插图的威胁,这种插图不一定能分享其他种类的绘画所具有的优势。通过“技术绘图”的方式进行记录,传达了对古代记录的集体同意的解释,其主要好处不是激发创造性思维,而是增强了人类的观察能力。通过对两个案例的回顾,通过模拟和数字方法比较古希腊建筑的说明表明,在实践中,这两种方法都将注意力从古代主题转移到分散注意力的协议上,这是在该领域花费的大部分时间。即便如此,技术绘图需要对主题进行长时间的亲自审查,而3D技术则存在完全消除记录过程中有意义的人类解释的真正风险。数字技术的更高效率表明了一条前进的道路,因为曾经分配给繁琐的技术绘图阶段的时间可能会被用于更深思熟虑的解释任务。然而,这些措施必须通过围绕数字过程的不同节奏进行规划,有意地整合到数字研究计划中。
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引用次数: 1
Digital Vacone 数字Vacone
Q1 Arts and Humanities Pub Date : 2020-12-31 DOI: 10.14434/sdh.v4i2.31052
Matthew Notarian, G. Carpentiero, Lucia Michielin, T. Franconi, Candace Rice, Dylan M Bloy, G. Farney
Between 2016 and 2018, excavations at the Roman villa of Vacone, carried out by the Upper Sabina Tiberina Project, transitioned to completely digital recording practices. The methodological shift was accompanied by a three-year campaign of backfill removal and cleaning, which allowed most of the villa’s extant architecture and décor uncovered since 2012 to be digitized. Moreover, a new documentation protocol was established that employs photogrammetry in lieu of scale drawing to model the three-dimensional spatial characteristics of every archaeological context. Notable artifacts were also modeled to facilitate off-site study. The excavation’s experiences with this conversion offer valuable lessons for other long-term archaeological projects contemplating a similar shift amid active fieldwork. The project’s digital recording team developed a methodology for layer-by-layer modeling that ensures precise alignment between stratigraphic contexts using fixed markers. From these, standard 2D products (orthomosaic plans and digital elevation models [DEMs]) were produced. A similar technique was used for generating 2D orthomosaics of vertical features (such as walls and stratigraphic sections) without the need to take numerous measurements on the vertical surface (e.g., with a prismless total station). Similarly, the generated data can create 2D sections along any arbitrary line even after the strata have been removed. Beyond simply replicating traditional two-dimensional records, the 3D data have proven essential for visualizing the interrelation of above and below ground spaces, and for analyzing a terraced structure built on several levels. Composite 3D models, hosted online, are also an effective tool for public outreach with stakeholders in the local community, as well as the general public.
2016年至2018年间,由上萨宾娜·提贝里纳项目在瓦科内的罗马别墅进行的挖掘工作过渡到了完全数字化的记录实践。方法的转变伴随着为期三年的回填清除和清洁运动,这使得别墅自2012年以来发现的大部分现存建筑和装饰得以数字化。此外,还制定了一项新的文献记录协议,采用摄影测量代替比例图来模拟每个考古背景的三维空间特征。值得注意的人工制品也被建模,以便于场外研究。这一转变的挖掘经验为其他长期考古项目提供了宝贵的经验教训,这些项目正在积极的实地调查中考虑类似的转变。该项目的数字记录团队开发了一种逐层建模方法,确保使用固定标记在地层背景之间精确对齐。由此产生了标准的2D产品(正交镶嵌图和数字高程模型[DEM])。类似的技术用于生成垂直特征(如墙壁和地层剖面)的2D正交镶嵌图,而无需在垂直表面上进行多次测量(例如,使用无棱镜全站仪)。类似地,即使在地层已经被移除之后,所生成的数据也可以沿着任意线创建2D剖面。除了简单地复制传统的二维记录外,3D数据已被证明对于可视化地上和地下空间的相互关系以及分析建立在几个层面上的梯田结构至关重要。在线托管的复合3D模型也是与当地社区利益相关者以及公众进行公共宣传的有效工具。
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引用次数: 0
Introduction to the Special Issue on 3D Methodologies in Mediterranean Archaeology 地中海考古三维方法论特刊简介
Q1 Arts and Humanities Pub Date : 2020-12-31 DOI: 10.14434/sdh.v4i2.32095
Matthew Notarian
This issue brings together several papers originally presented at the 2019 annual meeting of the Archaeological Institute of America in a panel entitled, “Three-Dimensional Archaeology Comes of Age.” This collection takes stock of a decade’s worth of groundbreaking transformation in archaeological practices with a focus on the ancient Mediterranean. Over this time, a subtle transition has occurred in which contentious debates over the value and practicality of 3D tools, such as photogrammetry, 3D scanning, 3D reconstruction, and virtual reality (VR), have given way to an emergent consensus that these constitute a new and important class of recording and heuristic instruments. Rather than seek to cover this fundamental shift in a comprehensive matter, this issue presents a characteristic cross-section of current archaeological research-based on three-dimensional computational methodologies. The content cuts across some 3,000 years of Mediterranean archaeology, from the Aegean Bronze Age to the later Roman Empire, underlining the discipline-wide impact of this methodological revolution. It seeks to shed light on how digital tools are transforming not just the ways we record data, but the very questions archaeologists ask of this information and how this will shape methodological and analytical trends in the next decade and beyond.
本期汇集了最初在美国考古研究所2019年年会上发表的几篇论文,题为“三维考古的时代到来”。本期综述了十年来考古实践的突破性变革,重点关注古地中海。在这段时间里,发生了一个微妙的转变,在这个转变中,关于摄影测量、3D扫描、3D重建和虚拟现实(VR)等3D工具的价值和实用性的争议已经让位于一种新的共识,即这些工具构成了一类新的重要记录和启发式工具。这一问题并没有试图全面地涵盖这一根本性转变,而是呈现了当前基于三维计算方法的考古研究的一个特色横截面。内容涵盖了从爱琴海青铜时代到后来的罗马帝国约3000年的地中海考古,强调了这场方法论革命对整个学科的影响。它试图揭示数字工具如何改变我们记录数据的方式,以及考古学家对这些信息提出的问题,以及这将如何塑造未来十年及以后的方法和分析趋势。
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引用次数: 0
Best Practices for 3D Digital Recording and Global Sharing of Catacombs from Late Roman Sicily 罗马西西里岛晚期地下墓穴的3D数字记录和全球共享的最佳实践
Q1 Arts and Humanities Pub Date : 2019-08-18 DOI: 10.14434/sdh.v3i1.25290
D. Tanasi, Ilenia Gradante, S. Hassam
During the most recent excavations at the Catacombs of St. Lucy at Siracusa, carried out between 2013 and 2015, an array of 3D technologies were employed to record excavation data and provide new interpretative models for the site. The research focused on some very problematic parts of the Region C of the complex. Thisarea most effectively documents the long life of the Christian hypogeum, which incorporated previous structures and artefacts related to the Greek and Early Roman Imperial periods and continued to beused until the Middle Ages. During the exploration 3D digital techniques were used for the daily recording of the archaeological units, but also to create high-resolution virtual replicas of certain districts of the catacombs. Furthermore, the same techniques were applied to support the study of certain classes of materials, such as frescoes and marble architectural elementsthat couldnot otherwise be studieddue to the dark environment of the catacombs. The virtual archaeology research undertaken at the Catacombs of St. Lucy represents the first systematic application of 3D digital technologies tothe study of such a specialarchaeological context in Sicily, culminating in a work-plan for digital global dissemination.
在2013年至2015年期间对锡拉库萨圣露西地下墓穴进行的最新挖掘中,采用了一系列3D技术来记录挖掘数据,并为该遗址提供了新的解释模型。研究集中在复杂的C区一些非常有问题的部分。这一地区最有效地记录了基督教地下墓室的悠久历史,其中包含了与希腊和早期罗马帝国时期有关的先前结构和人工制品,并一直使用到中世纪。在探索过程中,3D数字技术被用于考古单位的日常记录,也用于创建地下墓穴某些区域的高分辨率虚拟复制品。此外,同样的技术被应用于支持某些类型材料的研究,如壁画和大理石建筑元素,由于地下墓穴的黑暗环境,否则无法研究。在圣露西地下墓穴进行的虚拟考古研究是第一次系统地应用3D数字技术来研究西西里岛这样一个特殊的考古背景,最终形成了一项数字全球传播的工作计划。
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引用次数: 2
Communicating in Three Dimensions 三维沟通
Q1 Arts and Humanities Pub Date : 2019-08-18 DOI: 10.14434/sdh.v3i1.25386
Adam N. Rabinowitz
After excavating the Praedia of Iulia Felix at Pompeii in 1755, architect Karl Weber published the building with an axionometric illustration that showed the remains in three-dimensional perspective. In doing so, Weber communicated additional information about the form of the building in a manner that was both visually accessible to a lay audience and sufficiently “scientific” for a scholarly one. By contrast, digital 3D documentation methods in current archaeological practice can reinforce a division between “scientific” models intended for internal consumption by the project that produces them, and external communication in the form of lower-quality online digital displays. Using recent fieldwork at the Greek colonial site of Histria in Romania as a case-study, this paper explores the space between high-resolution contextualized 3D documentation used only by an internal audience and down-scaled, decontextualized 3D content designed for public consumption. In particular, it explores whether measurable 3D models derived from photogrammetrical capture are useful in communicating excavation results to non-specialists – and if so, in what ways. It presents several scenarios for the role of high-quality 3D documentation in both formal and informal scholarly communication, and discusses the potential for the reuse of such documentation to answer new research questions.
1755年,建筑师卡尔·韦伯(Karl Weber)在庞贝挖掘出尤利亚·菲利克斯文献后,发表了这座建筑,并配以轴测图,以三维视角展示了遗迹。在这样做的过程中,韦伯以一种既能让外行观众在视觉上理解,又能让学术人士充分“科学”的方式传达了关于建筑形式的额外信息。相比之下,在目前的考古实践中,数字3D记录方法可以强化“科学”模型之间的分歧,即用于生产它们的项目内部消费的“科学”模型,以及以低质量在线数字显示形式进行的外部交流。本文以最近在罗马尼亚希斯特里亚希腊殖民遗址的实地考察为例,探讨了仅供内部观众使用的高分辨率情境化3D文档与为公众消费设计的缩小规模、非情境化3D内容之间的空间。特别是,它探讨了从摄影测量捕获中获得的可测量的3D模型在向非专业人员传达挖掘结果方面是否有用,如果有用,则以何种方式有用。它提出了高质量3D文档在正式和非正式学术交流中的作用的几个场景,并讨论了重用这些文档以回答新的研究问题的潜力。
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引用次数: 0
Digital Heritage as Collaborative Process 作为协作过程的数字遗产
Q1 Arts and Humanities Pub Date : 2019-08-18 DOI: 10.14434/sdh.v3i1.25297
Katherine Cook, Genevieve Hill
This paper examines the importance of the process of collaboration and community engagement in developing and applying digital heritage resources. It draws on case studies from the authors’ experiences building partnerships between a university’s anthropology undergraduate program and a provincial museum to teach community-engaged applied digital heritage. The process of creating and using digital technologies in heritage environments were transformative for not only students but also professional archaeologists and communities, highlighting the meaningful engagement and understandings that are developed through collaborative making. However, it also highlighted the challenges facing these types of collaborations, including academic and heritage structures, digital preservation/management, and ethics and inclusivity in digitization projects.
本文探讨了协作和社区参与过程在开发和应用数字遗产资源中的重要性。它借鉴了作者在大学人类学本科课程和省级博物馆之间建立伙伴关系的经验,以教授社区参与的应用数字遗产。在遗产环境中创建和使用数字技术的过程不仅对学生,而且对专业考古学家和社区都具有变革性,突出了通过协作制作而发展的有意义的参与和理解。然而,它也强调了这些类型的合作面临的挑战,包括学术和遗产结构,数字保存/管理,以及数字化项目的道德和包容性。
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引用次数: 0
Digital Reconstruction of the Akhenaten Torso in the Brooklyn Museum 布鲁克林博物馆阿肯那顿托索的数字化重建
Q1 Arts and Humanities Pub Date : 2019-08-18 DOI: 10.14434/sdh.v3i1.27179
M. T. Tichindelean
The Torso of Akhenaten in the Brooklyn Museum is an excellent example of Amarna style sculpture—an artistic technique employed during the reign of the “heretic” pharaoh Akhenaten. This study uses photogrammetry to render an accurate 3D state model and a subsequent reconstruction model intended to help address questions regarding the nature of worship centered on the Aten. The reconstruction is based on theological and royal iconography specific to the Amarna period. It sheds light on the religious reorganization of the New Solar Theology and aims to facilitate a better understanding of the role of royal statuary in the context of an Egyptian temple.
布鲁克林博物馆的阿肯那顿托索是阿玛纳风格雕塑的一个很好的例子,这是“异端”法老阿肯那滕统治时期采用的一种艺术技巧。这项研究使用摄影测量来绘制准确的3D状态模型和随后的重建模型,旨在帮助解决有关以阿滕人为中心的崇拜性质的问题。重建基于阿玛纳时期特有的神学和皇家图像学。它揭示了新太阳神学的宗教重组,旨在促进更好地理解埃及寺庙中皇家雕像的作用。
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引用次数: 1
A Role for Immersive Visualization Experiences in Teaching Archaeology 沉浸式视觉体验在考古学教学中的作用
Q1 Arts and Humanities Pub Date : 2019-08-16 DOI: 10.14434/sdh.v3i1.25145
Kevin Garstki, Christopher E. Larkee, J. Ladisa
As archaeologists continue to utilize digital 3D visualization technologies, instruction can also benefit from purpose-driven uses of these data. This paper outlines a pilot project that used previously captured 3D data in a large-scale immersive environment to supplement the instruction of basic archaeological concepts to an undergraduate introductory anthropology class. The flexibility of the platform allowed excavation trenches to be investigated in three-dimensions, enhancing the understanding of excavation methods and providing additional insight in the choices of the excavators. Additionally, virtual investigation of the artifacts provided a way for students to interact with objects on the other side of the world in a more complete way. Instructor-led immersive virtual experiences have significant potential to widen the interest in archaeology and enhance the instruction of archaeological concepts. They allow students to interact with the content, guided by an expert, and in the presence of each other. While the facilities are not available at every university at the current time, the cost effectiveness and ability to deliver these experiences via head-mounted displays represents an exciting potential extension for complementary self-paced, yet guided, exploration.  
随着考古学家继续利用数字3D可视化技术,教学也可以从这些数据的目的驱动的使用中受益。本文概述了一个试点项目,该项目在大规模沉浸式环境中使用先前捕获的3D数据,以补充本科人类学入门课程的基本考古概念指导。该平台的灵活性使挖掘沟能够进行三维调查,增强了对挖掘方法的理解,并为挖掘机的选择提供了额外的见解。此外,对文物的虚拟调查为学生提供了一种更完整的方式与世界另一端的物体互动。以讲师为主导的沉浸式虚拟体验具有巨大的潜力,可以扩大人们对考古学的兴趣,增强考古学概念的教学。它们允许学生在专家的指导下,在彼此在场的情况下与内容互动。虽然目前并不是每所大学都有这样的设施,但通过头戴式显示器提供这些体验的成本效益和能力代表了一个令人兴奋的潜在扩展,可以补充自我节奏,但有指导的探索。
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引用次数: 9
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Studies in Digital Heritage
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