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Digital restitution of architectural and urban heritage in south of France 法国南部建筑和城市遗产的数字化修复
Q1 Arts and Humanities Pub Date : 2013-10-01 DOI: 10.1109/DigitalHeritage.2013.6743832
Fasse-Calvet Isabelle, Didier Dalbera, J. Zoller, Frederique Bertrand
This presentation is an overview of the work realized from 2003 to 2010 as part of a master curriculum at the School of Architecture of Marseille, France. The aim is to highlight how specialized computer tools and digital processes can approach the way architectural concepts were held in the heritage sites and projects studied. In this situation, these tools proved to be true interfaces of analysis and communication, allowing the specification and explicit numerical description of the architecture. However, data relating to architectural modeling and simulation result less of the effects than to the designing processes to which they refer, related to other disciplines specific to the architectural project studied. Numerical data representation and organization is then based on a very important work of consultation and collaboration we have tried to conceptualize in the interfaces of the websites presenting these projects. And treated these architectural examples adopt a didactic dimension promoting learning concepts and architectural knowledge. Real work of synthesis, the quality of restitution of this architectural heritage depends on how are organized, treated and linked data. Thereby this work refers to current issues in terms of multidisciplinary collaborative design, intelligent design wizards and building automation, virtual architecture, and the future impact of information technologies on the processes, procedures and architectural products.
本次展示概述了2003年至2010年在法国马赛建筑学院完成的硕士课程的一部分。其目的是强调专业的计算机工具和数字过程如何接近遗产遗址和研究项目中建筑概念的方式。在这种情况下,这些工具被证明是分析和通信的真正接口,允许对体系结构进行规范和明确的数字描述。然而,与建筑建模和模拟相关的数据所产生的效果不如它们所参考的设计过程所产生的效果,这些设计过程与所研究的建筑项目的其他学科相关。数字数据的表示和组织是基于非常重要的咨询和协作工作,我们试图在展示这些项目的网站界面中概念化。并采用教学的方式处理这些建筑实例,促进学习概念和建筑知识。真正的综合工作,建筑遗产恢复的质量取决于如何组织、处理和关联数据。因此,这项工作涉及多学科协同设计、智能设计向导和建筑自动化、虚拟建筑以及信息技术对过程、程序和建筑产品的未来影响等方面的当前问题。
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引用次数: 2
IAO Scholar: A global platform for the digital history of Modern China: By the doctoral students of the Lyons Institute for East Asian Studies (IAO-ENS Lyon) 里昂东亚研究所(IAO- ens Lyon)博士生:中国现代数字化历史的全球平台
Q1 Arts and Humanities Pub Date : 2013-10-01 DOI: 10.1109/DigitalHeritage.2013.6743833
Cécile Armand, Liuying Cao, Xinxin Tan
IAO Scholar (IAO stands for "Lyons Institute for East Asian Studies" - "Institut d'Asie Orientale" in French) is a common platform that hosts six individual doctoral projects covering modern Chinese history. Its first goal is to build a digital archive as a base for a visual history of Modern China. It includes different types of visual materials (advertisements, films/motion pictures, photographs, posters). The project is supported by CNRS (standing for Conseil National de la Recherche Scientifique) - IAO and the platform is hosted by Huma-Num to guarantee its sustainability. We use O meka, a tool specifically designed for historians by historians (by the Center for History and News Media). The platform is structured by the six thematic projects (advertising, beauty, comedy, comics, nude, transportation). Each of us has her/his own separate section, but we can make connections and share contents and resources. As a work in progress and a collaborative project, the platform allows other people to contribute, managing different levels of user, and is open to everyone interested in joining the project under certain conditions. As a public platform, it makes available to everyone original materials or essays by the students at different stages of their research, virtual exhibits, demos, and resources about their research topic while providing control on copyright and the consent of the authors. The presentation during the conference will consist in a general introduction to the global project supported with a transversal virtual exhibit dealing with the visual imagery of Shanghai urban modernity crossing our three individual projects (advertizing, comedy, transportation).
IAO学者(IAO是里昂东亚研究所的缩写,法语为“Institut d’Asian Orientale”)是一个公共平台,目前有6个涉及中国近代史的个人博士项目。它的第一个目标是建立一个数字档案,作为现代中国视觉历史的基础。它包括不同类型的视觉材料(广告、电影/电影、照片、海报)。该项目由CNRS (Conseil National de la Recherche Scientifique) - IAO支持,该平台由Huma-Num托管,以保证其可持续性。我们使用O meka,一个由历史学家(由历史和新闻媒体中心)专门为历史学家设计的工具。平台由六个主题项目(广告、美容、喜剧、漫画、裸体、交通)构成。我们每个人都有自己独立的版块,但我们可以建立联系,分享内容和资源。作为一项正在进行的工作和一个协作项目,该平台允许其他人贡献,管理不同级别的用户,并在一定条件下向所有有兴趣加入项目的人开放。作为一个公共平台,它向每个人提供学生在不同研究阶段的原创材料或论文,虚拟展览,演示和关于他们研究主题的资源,同时提供版权控制和作者的同意。会议期间的演讲将包括对全球项目的总体介绍,并辅以横向虚拟展览,通过我们的三个单独项目(广告、喜剧、交通)来处理上海城市现代性的视觉图像。
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引用次数: 0
Virtual cultural gates: Exploring cyberspace potentials for a creative cultural heritage: An experimental design approach for the on-line 3D virtual environments 虚拟文化之门:探索创造性文化遗产的网络空间潜力:在线3D虚拟环境的实验设计方法
Q1 Arts and Humanities Pub Date : 2013-10-01 DOI: 10.1109/DigitalHeritage.2013.6744803
Eiman M. Elgewely, W. Sheta, M. M. Metwalli
Virtual worlds should not be assessed as substitutes of the real world, but rather as an additional dimension that offers a new field for artistic expression. Cyberspace has helped to break free from the shackles of traditional definitions of the built architecture. Cyberspace represents a new challenge to the designers who used to search for spaces of liberation and believed in the unlimited capacities it offers for creativity. This research presents an experimental design approach for the online 3D virtual environments throughout a conceptual design of the Virtual Culture Gates which are a group of online interactive virtual 3D spaces; a gate is majored for the culture of each nation to present some of its aspects inside cyberspace. This research also discusses three major challenges- the design concepts, virtual scenario and content which represent the creative trilogy for a successful 3D virtual environment.
虚拟世界不应被视为现实世界的替代品,而应被视为为艺术表达提供新领域的额外维度。网络空间帮助人们摆脱了传统建筑定义的束缚。网络空间对设计师来说是一个新的挑战,他们过去一直在寻找自由的空间,并相信它为创造力提供了无限的能力。本研究提出了一种在线三维虚拟环境的实验设计方法,贯穿于一组在线交互式虚拟三维空间的虚拟文化之门的概念设计;每个国家的文化都有一扇门,在网络空间中展示自己的一些方面。本研究还讨论了三个主要挑战-设计概念,虚拟场景和内容,代表了一个成功的3D虚拟环境的创意三部曲。
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引用次数: 0
Homm-sw: Networks-of-stories to value tangible and intangible heritage in museums Homm-sw:故事网络对博物馆中物质和非物质遗产的价值
Q1 Arts and Humanities Pub Date : 2013-10-01 DOI: 10.1109/DigitalHeritage.2013.6744813
M. Russo, R. Ghose, M. Mattioli
Social inclusion, lifelong learning and the regeneration of competence networks are key processes which foster innovation. Museums may play an important role in these processes and ICT can strongly support the effectiveness of the interventions required. Among them, digital tools used to tell stories are becoming increasingly popular. Narratives in new dimensions enable the formation of personal and community identities, and the construction of meanings [1], [2]. Homm-sw supports multimedia narratives which enhance tangible and intangible heritage in education and cultural mediation, as well as in tourism. Developed by Officina Emilia (Italy) and Crafts Museum (India), the application is online at www.homm-museums-software.org. So far, it implements the engine for creating and managing the activity ‘networks-of-stories’, to create a nonlinear and open multimedia narration [3],[4]. In the last decade, digital storytelling has spread rapidly due to the growth and possibilities offered by new ICT devices [5], [6]. Together with crowd sourcing it can deepen and enrich the understanding of tangible and intangible heritage. Digital storytelling still faces some critical challenges: creation of content on tangible and intangible heritage, classification and re-use of existing documents and clips, cooperative and coordinated production of new content. Moreover, for effective exploratory paths and a more analytical approach to browsing material, contents must be set in the overall perspective of the narrations, to ensure narration is coherent. Finally, validation and dissemination of related outcomes must respect scientific standards. Homm-sw is based on four pillars: (1) a web system for creating and managing the community of users, authors, administrators of the sw platform and of contents; (2) ICT information points in the museum that integrate contents; (3) a website with a personal workspace that allows for the possibility to ‘prolong the visit after the visit’; (4) a working group for production and content management, and a set of collaboration tools used to expand the storage of content. Homm-sw has tools that: support educators, also in contrasting learning difficulties, in developing inclusive and collaborative educational practices; support curators; facilitate crowd sourcing; create a personal web repository of contents and connections; share contents to be published, if approved by the administrator; create a network of contents and applications, at different levels for different users and specific needs. Homm-sw extends the museum experience. Before the visit: users can have a general look at museum contents and note, in their online personal desktop, what they are interested in. During the visit: users can retrieve their notes and add what is available on the museum's exhibits and augmented reality, hands-on activities and multimedia contents, living laboratories, demonstration programs. Homm-sw in the onsite-mode allows only notes and memo
社会包容、终身学习和能力网络的再生是促进创新的关键过程。博物馆可以在这些过程中发挥重要作用,信息通信技术可以有力地支持所需干预措施的有效性。其中,用于讲故事的数字工具越来越受欢迎。新维度的叙事使个人和社区身份的形成,以及意义的构建成为可能[1],b[2]。Homm-sw支持多媒体叙事,以加强教育、文化调解和旅游业中的物质和非物质遗产。这款应用程序是由意大利的Officina Emilia和印度的手工艺博物馆共同开发的,其网站是www.homm-museums-software.org。到目前为止,它实现了创建和管理“故事网络”活动的引擎,以创建一个非线性和开放的多媒体叙事[3],[4]。在过去十年中,由于新的信息通信技术设备的增长和提供的可能性,数字叙事迅速传播。与众包一起,它可以加深和丰富对物质和非物质遗产的理解。数字叙事仍然面临着一些严峻的挑战:在物质和非物质遗产上创作内容,对现有文件和片段进行分类和再利用,合作和协调地制作新内容。此外,为了有效的探索路径和更具分析性的浏览材料方法,必须将内容置于叙事的整体视角中,以确保叙事的连贯性。最后,相关成果的验证和传播必须尊重科学标准。Homm-sw基于四个支柱:(1)一个创建和管理用户、作者、软件平台管理员和内容社区的web系统;(2)整合内容的博物馆ICT信息点;(3)拥有个人工作空间的网站,允许“在访问后延长访问”的可能性;(4)一个生产和内容管理工作组,以及一套用于扩展内容存储的协作工具。Homm-sw的工具可以:支持教育工作者,也可以对比学习困难,发展包容和合作的教育实践;策展人的支持;促进众包;创建个人网络内容和连接库;共享拟发布的内容,经管理员批准;为不同的用户和特定的需求在不同的层次上创建一个内容和应用程序的网络。Homm-sw扩展了博物馆的体验。在参观之前:用户可以大致浏览一下博物馆的内容,并在他们的在线个人桌面中记录他们感兴趣的内容。在参观期间,用户可以检索他们的笔记,并添加博物馆的展品和增强现实,动手活动和多媒体内容,生活实验室,演示程序。Homm-sw在现场模式下只允许笔记和备忘录,以充分享受博物馆独特的提供。访问结束后:用户可以访问他们的在线工作区来检索和探索他们的笔记和任何其他内容,只要他们愿意。除了博物馆中使用的其他ICT工具常见的功能外,Homm-sw还有两个关键的创新功能。首先,用户活动的记录和检索:在博物馆参观期间,访问其帐户的参观者可以在其个人工作区中浏览和记录,然后在参观后根据自己的喜好进行检索和探索,等等。其次,通过一组相关片段(视频、专辑、文本)呈现的叙事,在策展人提出的概念地图中很容易看到。Homm-sw可以与打算开发新功能的非营利组织共享,并在相同的条件下与以前的用户和新用户共享升级。其他引擎将根据用户需求实现,并提供多通道和多语言扩展。作为数字叙事的工具,与其他软件应用程序的集成是受欢迎的。
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引用次数: 2
Building a dynamically generated virtual museum using a game engine 使用游戏引擎构建动态生成的虚拟博物馆
Q1 Arts and Humanities Pub Date : 2013-10-01 DOI: 10.1109/DigitalHeritage.2013.6743777
P. Kyriakou, S. Hermon
Summary form only given. Before the digital age, the only way for museum visitors to experience what a museum has to offer, was to actually visit it. However, this adds limitations to the visitors as not all people are able to go to certain places, or even at certain hours. Therefore, there was a need to develop a new concept of museum that will be accessible to all users, at all times, from everywhere. The answer is online virtual museums. This paper aims to describe the work in progress of creating a system that builds dynamically generated 3 D virtual museums based on the user's preferences using a video game engine. Furthermore, we describe the process we followed to build a virtual museum using virtual copies of real archaeological artifacts, describing the problems we faced and how we dealt with them. The 3 D environment of the 3 D virtual museum is a walk-through virtual space, similar to those of the first-person shooter games, which accommodates in specific positions the objects that the user has selected. In this case the user has an avatar which uses to move around in the scene, resembling user experience from the video game world. The user sees the virtual world through the eyes of the avatar and he has the feeling of being in a first-person virtual world. The user is able to walk around using the arrows keys and look using the mouse. Additionally, he is able to use the mouse to interact with objects, so as to enrich his virtual museum experience. The goal of this work is to dynamically build a virtual world containing the museum along with the items positioned in locations according to the user's preferences. The user will be able to set his/her preferences and to choose the content that he is interested in using a user friendly Graphical Unit Interface (GUI). Subsequently, a new scene will be created and introduced to the user. The system's features will include classification filters, search fields, sorting on specific attributes of the items of the museum, like chronology and location. The items used in the system are 3 D models of archaeological items created by The Cyprus Institute (CVI). Finally, our motivation for this work is to provide users a rich experience where they will explore details and information of the archaeological artifacts, that otherwise would remain "hidden", by studying the 3 D digital replicas.
只提供摘要形式。在数字时代之前,博物馆游客体验博物馆所提供的唯一方式就是亲自参观。然而,这给游客增加了限制,因为不是所有的人都能去某些地方,甚至在某些时间。因此,有必要开发一个新的博物馆概念,让所有用户在任何时间、任何地方都可以访问。答案是在线虚拟博物馆。本文旨在描述正在进行的创建系统的工作,该系统基于用户的偏好使用视频游戏引擎构建动态生成的3d虚拟博物馆。此外,我们描述了我们使用真实考古文物的虚拟副本建立虚拟博物馆的过程,描述了我们面临的问题以及我们如何处理它们。3d虚拟博物馆的3d环境类似于第一人称射击游戏,是一个穿行式的虚拟空间,在特定位置容纳用户选择的物体。在这种情况下,用户拥有一个可以在场景中移动的角色,类似于电子游戏世界中的用户体验。用户通过虚拟角色的眼睛看到虚拟世界,他有一种置身于第一人称虚拟世界的感觉。用户可以使用箭头键四处走动,并使用鼠标查看。此外,他还可以使用鼠标与物体进行交互,从而丰富他的虚拟博物馆体验。这项工作的目标是动态地建立一个虚拟世界,其中包含博物馆以及根据用户偏好定位的物品。用户将能够设置他/她的首选项,并使用用户友好的图形单元界面(GUI)选择他感兴趣的内容。随后,一个新的场景将被创建并介绍给用户。该系统的功能将包括分类过滤器、搜索字段、对博物馆藏品的特定属性(如年代和位置)进行排序。系统中使用的项目是由塞浦路斯研究所(CVI)创建的考古项目的三维模型。最后,我们这项工作的动机是为用户提供丰富的体验,在那里他们将探索考古文物的细节和信息,否则将保持“隐藏”,通过研究3d数字复制品。
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引用次数: 3
Pox and the City: A social history game Pox and the City:一款社会历史游戏
Q1 Arts and Humanities Pub Date : 2013-10-01 DOI: 10.1109/DigitalHeritage.2013.6744802
E. Goins
Video games have the potential to immerse players in an interactive world. However, educational history games have been fairly limited in their approach and have tended to ignore the social and cultural aspects of history. Pox and the City is a prototype role playing game that explores narrative and gameplay strategies in order to focus on the social history of smallpox vaccination. The basic design of the game is based on a three body problem: that medical progress depends on the interaction of the doctor, the patient and the disease. Players have to successfully interact with different social classes, make business decisions and treat patients with a number of different illnesses in order to complete the game. In addition, the project brings in archival documents as primary source material that the player must access through the library in order to complete mini-games and quests. The gameplay of Pox and the City focuses on social interaction rather than abstracted plague mechanisms to express the complex historic social issues that faced early 19th century doctors in Edinburgh, Scotland.
电子游戏有可能让玩家沉浸在互动世界中。然而,教育性历史游戏的方法相当有限,往往忽略了历史的社会和文化方面。《痘与城市》是一款角色扮演游戏的原型,它探索了故事和游戏策略,以关注天花疫苗接种的社会历史。游戏的基本设计是基于一个三体问题:医疗进步取决于医生、病人和疾病之间的互动。为了完成游戏,玩家必须成功地与不同的社会阶层互动,做出商业决策,治疗患有多种不同疾病的病人。此外,该项目还引入了档案文件作为主要来源材料,玩家必须通过图书馆才能完成迷你游戏和任务。《Pox and The City》的玩法侧重于社交互动,而不是抽象的瘟疫机制,以表达19世纪早期苏格兰爱丁堡医生所面临的复杂历史社会问题。
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引用次数: 0
Online communication of digital heritage: Motivation, path, and effect 数字遗产的在线传播:动机、路径与效果
Q1 Arts and Humanities Pub Date : 2013-10-01 DOI: 10.1109/DigitalHeritage.2013.6744797
Huaxiang He, Daopin Cheng, M. Mo
Since the 21st century, the ecology of communication of cultural heritage has changed significantly thanks in large part to new media technology. For the existing social order and cultural ecology, new media technology has both advantages and disadvantages. The advantages are apparent, but the disadvantages are hidden and less discussed by scientists exclude a few humanists. Here are some of the facts: (1) the more complex and vivid the media symbol environment is, the more beguiling the resulting stereotypes are, and the greater the likelihood is that people will mix up the real world with the cyberworld; (2) compared with traditional media such as radio and television, ethics anomie in network communication is more serious, especially the copyright infringement, defaming and invasion of privacy. (3) network changed people's space-time concept, formed specific bias of communication which makes certain types of information can more easily spread and be accepted than other information; (4) under the action of multi factors including above three elements, the mechanism of cultural inheritance and variation is destroyed, communication effects gaps arise, which probably make the cultural heritage encounter even more serious ecological crisis on the whole. In order to enhance understanding and explore the rule of online communication of cultural heritage, this paper put forward an angle of discussing the problem from the aspects of motivation, path and effect based on the investigation into the status quo of online communication of digital heritage. The status quo of online communication of digital cultural heritage is not optimistic. Select several well-known portal sites such as MSN, AOL and Yahoo! to make a rough survey of the web content, we find that it is not easy to acquire information about cultural heritage from t
21世纪以来,文化遗产传播生态发生了重大变化,这在很大程度上要归功于新媒体技术。对于现有的社会秩序和文化生态来说,新媒体技术有利有弊。优点是显而易见的,但缺点是隐藏的,很少被科学家讨论,排除了一些人文主义者。以下是一些事实:(1)媒体符号环境越复杂、越生动,由此产生的刻板印象就越具有欺骗性,人们越有可能将现实世界与网络世界混淆;(2)与广播、电视等传统媒体相比,网络传播中的道德失范更为严重,尤其是侵犯版权、诽谤和侵犯隐私等行为。(3)网络改变了人们的时空观念,形成了特定的传播偏见,使得某些类型的信息比其他信息更容易传播和被接受;(4)在以上三种因素的多重作用下,文化传承与变异的机制被破坏,传播效果出现缺口,可能使文化遗产整体遭遇更为严重的生态危机。为了增进对文化遗产网络传播规律的认识和探索,本文在对数字遗产网络传播现状调查的基础上,提出了从动机、路径和效果三个方面探讨问题的角度。数字文化遗产的在线传播现状不容乐观。选择几个知名的门户网站,如MSN、AOL和Yahoo!通过对网络内容的粗略调查,我们发现从中获取有关文化遗产的信息并不容易
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引用次数: 0
The parametric Museum: Combining Building Information Modeling, 3D Projection Mapping with a community's digital collections for Cultural heritage museums 参数化博物馆:结合建筑信息模型、三维投影映射和社区文化遗产博物馆的数字馆藏
Q1 Arts and Humanities Pub Date : 2013-10-01 DOI: 10.1109/DigitalHeritage.2013.6744806
Samir Bhowmik
Summary form only given. Building Information Modeling (BIM) for new museum building design has been in use since the past decade. It allows architects, engineers and consultants to digitally co-design structures and exhibit spaces needed for museum collections. This process leads to a complete digitization of the physical museum, creating a parametric model that opens up a possibility for future integration with the museum's and community's digital artifacts. Museums are also currently in the process of exploring participatory digital strategies with their user communities and engage them in collection, digitization and archival processes. A new element in the participation by visitors and community would be to engage them digitally with the museum's building model and its physical space. Can BIM, community's and visitors' historic digital collections be integrated to create a shared and collaborative museum digital ecosystem? How will this digital building model of a historic museum space serve as a parametric platform for the digital artifacts of the participating community? Could a museum exhibit the community's digital artifacts via 3d Projection Mapping using the BIM model of the interior of the museum? By this, visitors and community could then insert their own historic collections into the museum, exhibit them through AV projections and thus transform the museum space as a stage for the display of the community's collections. Along these lines, this paper investigates various digital and participatory methods to engage user communities with museum buildings. It also explores inherent challenges towards an integrated museum model, and raises questions of sustainability that come along with it.
只提供摘要形式。建筑信息模型(BIM)在新博物馆建筑设计中的应用已经有十年了。它允许建筑师、工程师和顾问以数字方式共同设计博物馆藏品所需的结构和展览空间。这个过程导致了实体博物馆的完全数字化,创造了一个参数化的模型,为未来与博物馆和社区的数字文物的整合开辟了可能性。博物馆目前也在探索与其用户社区的参与式数字战略,并让他们参与收集、数字化和存档过程。游客和社区参与的一个新元素将是让他们以数字方式参与博物馆的建筑模型和物理空间。BIM、社区和游客的历史数字收藏是否可以整合在一起,创造一个共享和协作的博物馆数字生态系统?这个历史博物馆空间的数字建筑模型将如何作为参与社区的数字文物的参数化平台?博物馆是否可以使用博物馆内部的BIM模型,通过3d投影映射来展示社区的数字文物?通过这种方式,参观者和社区可以将自己的历史收藏品插入博物馆,并通过AV投影进行展示,从而将博物馆空间转变为展示社区收藏品的舞台。沿着这些思路,本文研究了各种数字和参与式方法,以吸引用户社区与博物馆建筑。它还探讨了综合博物馆模式的内在挑战,并提出了随之而来的可持续性问题。
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引用次数: 1
How to share the record of restoration project of cultural properties damaged by Tsunami: The digitalization of the three types of documents recorded by the student volunteers 如何共享海啸损毁文物修复项目记录:学生志愿者记录的三类文件的数字化
Q1 Arts and Humanities Pub Date : 2013-10-01 DOI: 10.1109/DigitalHeritage.2013.6743745
Motoko Okumoto, T. Ako, Koji Kato
The Great East Japan Earthquake happened on March 11, 2011. And many cultural properties were damaged. Japanese government has rescued them and stored them temporarily at museums to offer them emergency protection. The museum of Tohoku Gakuin University (TGU) is one of these museums, this museums accepted 1500-2000 items had been stored at Ayukawa treasure house in Miyagi. The museum of TGU had repaired and restored these items with student volunteers. They tried to record the process of this repair and restoration projects. At present, these documents have been digitalized in order to share the information for others. This paper analyzes the use of the digital data for different purposes.
东日本大地震发生在2011年3月11日。许多文化财产遭到破坏。日本政府拯救了这些文物,并将它们暂时存放在博物馆,以提供紧急保护。东北学院大学博物馆(TGU)就是其中之一,该博物馆接收了1500-2000件存放在宫城县Ayukawa宝库的物品。TGU博物馆与学生志愿者一起修复和修复了这些物品。他们试图记录这个修复和修复项目的过程。目前,这些文件已被数字化,以便与他人共享信息。本文分析了数字数据在不同用途下的使用。
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引用次数: 1
Stereo panorama photography in archaeology: Bringing the past into the present through CAVEcams and immersive virtual environments 考古学中的立体全景摄影:通过CAVEcams和沉浸式虚拟环境将过去带入现在
Q1 Arts and Humanities Pub Date : 2013-10-01 DOI: 10.1109/DigitalHeritage.2013.6743783
Matthew L. Vincent, T. DeFanti, J. Schulze, F. Kuester, T. Levy
Stereo panorama photography is able to create a visual immersive experience in which the viewer is able to see in any direction from a single static point. Acquiring data through CAVEcams [1, 2], we are able to create points of immersion at cultural heritage sites. Through this technique, the user can virtually experience archaeological sites, which they might not otherwise be able to do. These immersive data communicate a sense of place better than an individual photograph is capable of doing. CAVEcam images can be combined with data collected by LiDAR and "Structure from Motion" techniques to create a stereo fusion of gigapixel photography and 3D point cloud data. For museums, this means bringing the context of the artifacts they display to their visitors. Rather than isolated artifacts, visitors can experience where they come from and gain a better understanding for the story behind them. For researchers this means being able to visit their project, even when it is thousands of miles away. Collaborative tools in virtualization systems such as CalVR [3, 4] make it possible for researchers in different parts of the world to work on projects together. For the classroom, it means bringing the environments to the students in ways not previously possible. Hieroglyphs can be read from the walls of tombs, while benchmark sites can be visited and explored in conjunction with classroom lectures and presentations. Ultimately, this tool has very real implications for the preservation and presentation of cultural heritage and archaeology.
立体全景摄影能够创造一种沉浸式的视觉体验,在这种体验中,观看者能够从一个静态点看到任何方向。通过CAVEcams获取数据[1,2],我们能够在文化遗址中创建沉浸点。通过这种技术,用户可以虚拟体验考古遗址,否则他们可能无法做到这一点。这些身临其境的数据传达出一种比单个照片更好的地方感。CAVEcam图像可以与激光雷达和“运动结构”技术收集的数据相结合,创建十亿像素摄影和3D点云数据的立体融合。对于博物馆来说,这意味着向游客介绍他们所展示的文物的背景。而不是孤立的文物,游客可以体验他们来自哪里,并更好地了解他们背后的故事。对于研究人员来说,这意味着能够访问他们的项目,即使它在数千英里之外。虚拟化系统中的协作工具,如CalVR[3,4],使世界不同地区的研究人员能够共同开展项目。对于课堂来说,这意味着以前所未有的方式将环境带给学生。象形文字可以从坟墓的墙壁上读出来,而基准地点可以通过课堂讲座和演示来参观和探索。最终,这个工具对文化遗产和考古学的保存和展示具有非常实际的意义。
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引用次数: 5
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Studies in Digital Heritage
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