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Heritage Iconographic Content Structuring: from Automatic Linking to Visual Validation 遗产图标内容结构化:从自动链接到视觉验证
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-24 DOI: 10.1145/3666007
Emile Blettery, Valérie Gouet-Brunet

This article presents a global framework dedicated to the structuring of iconographic heritage collections. To alleviate the poor interlinking both between collections and contents, a first step of automatic linking exploiting content-based image retrieval approaches is evaluated and adapted to the visual variability of such heritage contents. To ensure understanding and analysis of the contents in a structured fashion, a 3D immersive web platform is also introduced alongside visual-based analysis tools. Finally, by exploiting both automatic linking and manual interventions in the visualization platform, an iterative, semi-automatic structuring pipeline is proposed to solve difficult cases missed by automatic structuring, and then improve structuring optimally. Here, we demonstrate the potential of the proposal on the geographic iconographic heritage of Paris, with a dataset of 10k images belonging to several institutions, thus poorly connected nor organized globally.

本文介绍了一个专门用于构建图标遗产藏品结构的全球框架。为了缓解藏品和内容之间相互链接不畅的问题,对利用基于内容的图像检索方法进行自动链接的第一步进行了评估,并根据此类遗产内容的视觉变化进行了调整。为确保以结构化的方式理解和分析内容,还引入了三维沉浸式网络平台和基于视觉的分析工具。最后,通过利用可视化平台中的自动链接和人工干预,我们提出了一个迭代的半自动结构化管道,以解决自动结构化所遗漏的困难情况,然后优化改进结构化。在此,我们以巴黎的地理图标遗产为例,展示了该提案的潜力,该数据集包含 10k 幅图像,分属多个机构,因此缺乏全球连接和组织。
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引用次数: 0
Digitising the Deep Past: Machine Learning for Rock Art Motif Classification in an Educational Citizen Science Application 数字化深邃的过去:教育性公民科学应用中岩画图案分类的机器学习
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-22 DOI: 10.1145/3665796
Richard Turner-Jones, Gervase Tuxworth, Robert Haubt, Lynley A. Wallis

Digitising The Deep Past (DDP) is an interdisciplinary project based at Griffith University, Australia, that innovates in three areas: Indigenous cultural heritage, Indigenous education, and Machine Learning (ML) and Artificial Intelligence (AI). The project investigates the use of a purpose-built citizen science application that engages Indigenous youth in educational exercises rooted in local cultural heritage, specifically rock art, making learning more engaging and exposing them to digital technologies. Furthermore, ML models trained with the data gathered through these educational activities can then assist with classifying new rock art images and assisting rangers and archaeologists with site archiving and conservation efforts. This paper discusses the project's significance in enhancing Indigenous science and technology education and outlines its results in utilising ML for rock art classification. Adopting deep learning in rock art classification offers a compelling avenue for the automated analysis and interpretation of heritage objects and places. However, training deep neural networks from scratch often requires enormous datasets and computational resources, posing challenges for domain-specific applications with smaller datasets. With a dataset comprising approximately 3,100 labelled rock art images, we evaluated various tools within the transfer learning toolbox using three prominent pre-trained architectures: VGG19, ResNet50, and EfficientNet V2 S. Through the collaborative efforts of Indigenous students and ML, we demonstrate that even with limited training resources, using transfer learning to re-purpose an existing model can achieve motif classification Top-1 accuracy of 79.76% and Top-5 of 94.56%. The project ran from 2021 to 2023, including three week-long sessions with students of Laura State School to trial the citizen science app and the evaluation, development and refinement of the ML models.

The DDP project not only serves as a beacon for community-centric research but also forges a new frontier in integrating Indigenous cultural heritage with modern technology. The impact reaches beyond academia, directly enriching the educational experience for Indigenous students in Laura and equipping local rangers and archaeologists with advanced tools for rock art conservation.

过去深处的数字化(Digitising The Deep Past,DDP)是澳大利亚格里菲斯大学的一个跨学科项目,在三个领域进行创新:该项目在三个领域进行创新:土著文化遗产、土著教育以及机器学习(ML)和人工智能(AI)。该项目研究如何使用专门构建的公民科学应用程序,让土著青年参与植根于当地文化遗产(特别是岩石艺术)的教育活动,使学习更具吸引力,并让他们接触数字技术。此外,通过这些教育活动收集的数据训练出的 ML 模型可以帮助对新的岩石艺术图像进行分类,并协助护林员和考古学家进行遗址归档和保护工作。本文讨论了该项目在加强土著科技教育方面的意义,并概述了其在利用 ML 进行岩画分类方面取得的成果。在岩石艺术分类中采用深度学习为遗产物品和场所的自动分析和解释提供了一条引人注目的途径。然而,从头开始训练深度神经网络往往需要庞大的数据集和计算资源,这给使用较小数据集的特定领域应用带来了挑战。我们利用一个由大约 3100 张标注了岩画图像的数据集,使用三种著名的预训练架构,对迁移学习工具箱中的各种工具进行了评估:通过土著学生和 ML 的共同努力,我们证明了即使在训练资源有限的情况下,使用迁移学习来重新利用现有模型也能实现 79.76% 的图案分类 Top-1 准确率和 94.56% 的 Top-5 准确率。该项目从 2021 年持续到 2023 年,其中包括与劳拉州立学校的学生进行为期三周的公民科学应用程序试用,以及评估、开发和完善 ML 模型。DDP 项目不仅是以社区为中心的研究的灯塔,还开辟了将土著文化遗产与现代技术相结合的新领域。其影响超越了学术界,直接丰富了劳拉土著学生的教育体验,并为当地护林员和考古学家提供了保护岩石艺术的先进工具。
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引用次数: 0
Interpretable Clusters for Representing Citizens’ Sense of Belonging through Interaction with Cultural Heritage 通过与文化遗产的互动表现公民归属感的可解释群集
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-22 DOI: 10.1145/3665142
Guillermo Jiménez-Díaz, Belen Diaz-Agudo, Luis Emilio Bruni, Nele Kadastik, Anna Follo, Rossana Damiano, Manuel Striani, Angel Sanchez-Martin, Antonio Lieto

The EU H2020 project SPICE (Social cohesion, Participation, and Inclusion through Cultural Engagement) focuses on developing, designing, and implementing new methods and digital tools for citizen curation. This paper delineates several software tools developed within the project, presenting innovative approaches to represent and visualize citizens and communities resulting from their engagement with cultural heritage. Aligned with the central tenets of SPICE –particularly the notions of belonging and the Interpretation Reflection loop– the primary objective is to bolster citizens’ participation and inclusion in fostering social cohesion. This paper describes how the SPICE tools can be utilized to guide the processes of interpretation and reflection on cultural heritage artefacts. The Community Model serves as a pivotal component, enabling the modeling of citizens and communities through the utilization of similarity functions for clustering citizens based on perspectives. The clustering algorithm is intricately crafted to generate coherent communities, iterating until all clusters are interpretable using demographic attributes, centroid-based representations, and similarity attributes. Authors posit that this model holds significant value in comprehending and structuring complex data within cultural heritage contexts.

To exemplify our approach, the paper examines different attributes of individual citizens and citizen groups in the GAM (Galleria Civica d’Arte Moderna e Contemporanea) case study. Here, perspectives are delineated based on visitors’ demographic attributes and their emotional responses when engaging with artworks. These perspectives are then visualized using the VISIR tool, facilitating the exploration and revelation of connections between citizens and communities, thereby bridging the realms of citizen space and cultural heritage space.

欧盟 H2020 项目 SPICE(通过文化参与实现社会融合、参与和包容)的重点是开发、设计和实施新的公民策展方法和数字工具。本文介绍了在该项目中开发的几种软件工具,展示了通过公民和社区参与文化遗产活动来表现和可视化公民和社区的创新方法。与 SPICE 的核心理念(特别是归属感和解释-反思循环的概念)相一致,该项目的主要目标是在促进社会凝聚力的过程中加强公民的参与和融入。本文介绍了如何利用 SPICE 工具来指导对文化遗产文物的阐释和反思过程。社区模型是一个关键的组成部分,通过利用相似性函数对公民进行基于视角的聚类,实现公民和社区的建模。聚类算法经过精心设计,以生成连贯的社区,并不断重复,直到所有聚类都能利用人口统计属性、基于中心点的表征和相似性属性进行解释。作者认为,该模型在理解和构建文化遗产背景下的复杂数据方面具有重要价值。为了说明我们的方法,本文研究了 GAM(Galleria Civica d'Arte Moderna e Contemporanea)案例研究中公民个人和公民群体的不同属性。在此,我们根据参观者的人口统计属性及其在接触艺术品时的情感反应来划分视角。然后使用 VISIR 工具将这些视角可视化,促进探索和揭示公民与社区之间的联系,从而在公民空间和文化遗产空间之间架起桥梁。
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引用次数: 0
Classification of Impressionist and Pointillist paintings based on their brushstrokes characteristics 根据笔触特点对印象派和点彩派绘画进行分类
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-18 DOI: 10.1145/3665501
Kristina Georgoulaki

The classification of works of art in terms of artistic style is a complex task. Some painting styles are closely related to the form of their brushstrokes. Salient examples are Pointillism and Impressionism, having both distinguishable brushstrokes characteristics which are small, rounded of clear color, repetitive dots for Pointillism style and visible, elongated and slanting, repetitive touches for Impressionism style. As Impressionism is the ancestral style of Pointillism, the two styles have many elements in common and distinguishing them is difficult. In this paper, specific texture features are investigated for the classification of the two styles, focusing mainly on small differences of their brushstrokes. The texture features adopted are: Granulometric features, Grey level co-occurrence matrix features, and Run length features. It is shown experimentally that Run Length method outperforms the other features and can efficiently (up to 95%) discriminate the two textured styles, since it incorporates information about, size, direction and intensity of brushstrokes.

按艺术风格对艺术作品进行分类是一项复杂的工作。有些绘画风格与其笔触形式密切相关。突出的例子是点彩派(Pointillism)和印象派(Impressionism),它们都有明显的笔触特征,点彩派的笔触特征是细小、圆润、色彩清晰、重复点画,而印象派的笔触特征是明显、拉长、倾斜、重复点画。由于印象派是点彩派的祖先,因此这两种风格有许多共同点,很难区分。本文主要从笔触的细微差别入手,研究了这两种风格分类的特定纹理特征。采用的纹理特征包括粒度特征、灰度共现矩阵特征和运行长度特征。实验表明,运行长度方法优于其他特征,能有效(高达 95%)区分两种纹理风格,因为它包含了笔触的大小、方向和强度等信息。
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引用次数: 0
ZoAM GameBot: a Journey to the Lost Computational World in the Amazonia ZoAM GameBot:亚马逊失落的计算世界之旅
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-05-11 DOI: 10.1145/3657303
Larissa Pessoa, Lia Martins, Meng Hsu, Rosiane de Freitas

The search for alternative teaching-learning processes that attract more interest and involvement of young people, has inspired the development of a game with a chatbot architecture based on interactive storytelling and multiple learning paths. Thus, we introduce in this article the GameBot ZoAm, developed for the Discord instant messaging and social platform. ZoAm offers a unique learning experience centered around storytelling, focusing on fundamental computing concepts and logical challenges that enhance computational thinking skills. Furthermore, the game also promotes an appreciation for Amazonian culture and folklore, with decision-making with human values. An action research study was conducted involving students from the last years of the end of elementary school. The research utilized a heuristic analysis based on the Gameplay Heuristics (PLAY) by Desurvire and Wiberg (ANO), and the evaluation model proposed by Korhonen and Koivisto (ANO) for mobile devices. The analysis employed a reduced and merged set of heuristics from these models, suited for the gamebot’s context, focusing on I) Usability, II) Gameplay and Immersion, and III) Mobility. Regarding the reliability coefficient used to evaluate the survey applied to students after playing the gamebot, Cronbach’s Alpha and Guttman Lambda-6 (G6(smc)) coefficients were applied. These metrics were chosen to ensure the internal consistency and reliability of survey items, reflecting on how effectively the questions measured the focuses proposed by the heuristic analysis. The findings indicate that the game has the potential to facilitate the assimilation of the integrated concepts and sustain student interest throughout gameplay.

为了吸引更多年轻人的兴趣和参与,人们开始寻求其他的教学过程,这激发了我们开发基于互动故事和多种学习路径的聊天机器人架构游戏的灵感。因此,我们在本文中介绍为 Discord 即时通讯和社交平台开发的游戏机器人 ZoAm。ZoAm 提供了一种独特的学习体验,以讲故事为中心,侧重于基本计算概念和逻辑挑战,从而提高计算思维能力。此外,该游戏还促进了对亚马逊文化和民间传说的欣赏,以及具有人类价值观的决策。我们开展了一项行动研究,涉及小学毕业班最后几年的学生。研究采用了基于 Desurvire 和 Wiberg(ANO)提出的游戏启发式分析法(PLAY),以及 Korhonen 和 Koivisto(ANO)提出的移动设备评估模型。分析采用了这些模型中经过精简和合并的启发式方法,适合游戏机器人的环境,重点关注:I) 可用性;II) 游戏性和沉浸感;III) 移动性。关于评估学生玩完游戏机器人后所做调查的可靠性系数,采用了 Cronbach's Alpha 和 Guttman Lambda-6 (G6(smc)) 系数。选择这些指标是为了确保调查项目的内部一致性和可靠性,反映出问题如何有效地衡量启发式分析提出的重点。研究结果表明,该游戏有可能促进学生对综合概念的吸收,并在整个游戏过程中保持学生的兴趣。
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引用次数: 0
From Music Scores to Audio Recordings: Deep Pitch-Class Representations for Measuring Tonal Structures 从乐谱到录音:测量音调结构的深度音高类别表示法
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-04-23 DOI: 10.1145/3659103
Christof Weiss, Meinard Müller

The availability of digital music data in various modalities provides opportunities both for music enjoyment and music research. Regarding the latter, the computer-assisted analysis of tonal structures is a central topic. For Western classical music, studies typically rely on machine-readable scores, which are tedious to create for large-scale works and comprehensive corpora. As an alternative, music audio recordings, which are readily available, can be analyzed with computational methods. With this paper, we want to bridge the gap between score- and audio-based measurements of tonal structures by leveraging the power of deep neural networks. Such networks are commonly trained in an end-to-end fashion, which introduces biases towards the training repertoire or towards specific annotators. To overcome these problems, we propose a multi-step strategy. First, we compute pitch-class representations of the audio recordings using networks trained on score–audio pairs. Second, we measure the presence of specific tonal structures using a pattern-matching technique that solely relies on music theory knowledge and does not require annotated training data. Third, we highlight these measurements with interactive visualizations, thus leaving the interpretation to the musicological experts. Our experiments on Richard Wagner's large-scale cycle Der Ring des Nibelungen indicate that deep pitch-class representations lead to a high similarity between score- and audio-based measurements of tonal structures, thus demonstrating how to leverage multimodal data for application scenarios in the computational humanities, where an explicit and interpretable methodology is essential.

各种模式的数字音乐数据为音乐欣赏和音乐研究提供了机会。在音乐研究方面,计算机辅助音调结构分析是一个核心课题。对于西方古典音乐而言,研究通常依赖于机器可读乐谱,而制作大型作品和综合语料库的乐谱非常繁琐。作为一种替代方法,音乐录音可以用计算方法进行分析,因为音乐录音唾手可得。通过本文,我们希望利用深度神经网络的强大功能,弥合乐谱与基于音频的音调结构测量之间的差距。此类网络通常采用端到端方式进行训练,这会对训练曲目或特定注释者造成偏差。为了克服这些问题,我们提出了一种多步骤策略。首先,我们使用在乐谱-音频对上训练的网络计算录音的音高类表示。其次,我们使用一种模式匹配技术来测量特定音调结构的存在,这种技术完全依赖于音乐理论知识,不需要标注训练数据。第三,我们通过交互式可视化来突出这些测量结果,从而将解释权留给音乐学专家。我们在理查德-瓦格纳(Richard Wagner)的大型循环音乐剧《尼伯龙根的指环》(Der Ring des Nibelungen)中进行的实验表明,深度音高类表征使得基于乐谱和音频的音调结构测量结果具有很高的相似性,从而展示了如何利用多模态数据在计算人文学科的应用场景中发挥作用,在这些应用场景中,明确且可解释的方法至关重要。
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引用次数: 0
Explainable Authorship Identification in Cultural Heritage Applications 文化遗产应用中可解释的作者身份识别
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-04-20 DOI: 10.1145/3654675
Mattia Setzu, Silvia Corbara, Anna Monreale, Alejandro Moreo, Fabrizio Sebastiani

While a substantial amount of work has recently been devoted to improving the accuracy of computational Authorship Identification (AId) systems for textual data, little to no attention has been paid to endowing AId systems with the ability to explain the reasons behind their predictions. This substantially hinders the practical application of AId methods, since the predictions returned by such systems are hardly useful unless they are supported by suitable explanations. In this paper, we explore the applicability of existing general-purpose eXplainable Artificial Intelligence (XAI) techniques to AId, with a focus on explanations addressed to scholars working in cultural heritage. In particular, we assess the relative merits of three different types of XAI techniques (feature ranking, probing, factual and counterfactual selection) on three different AId tasks (authorship attribution, authorship verification, same-authorship verification) by running experiments on real AId textual data. Our analysis shows that, while these techniques make important first steps towards explainable Authorship Identification, more work remains to be done in order to provide tools that can be profitably integrated in the workflows of scholars.

虽然最近有大量工作致力于提高文本数据计算作者身份识别(AId)系统的准确性,但很少有人关注赋予 AId 系统解释其预测背后原因的能力。这在很大程度上阻碍了 AId 方法的实际应用,因为除非有适当的解释支持,否则这些系统返回的预测结果很难发挥作用。在本文中,我们探讨了现有通用可解释人工智能(XAI)技术对人工智能的适用性,重点是针对文化遗产领域学者的解释。具体而言,我们通过在真实的 AId 文本数据上进行实验,评估了三种不同类型的 XAI 技术(特征排序、探测、事实和反事实选择)在三种不同的 AId 任务(作者归属、作者身份验证、同一作者身份验证)上的相对优势。我们的分析表明,虽然这些技术在实现可解释的作者身份识别方面迈出了重要的第一步,但要提供可有效集成到学者工作流程中的工具,还有更多工作要做。
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引用次数: 0
3VR: Vice Versa Virtual Reality Algorithm to Track and Map User Experience 3VR:Vice Versa 虚拟现实算法跟踪和映射用户体验
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-04-06 DOI: 10.1145/3656346
Iva Vasic, Ramona Quattrini, Roberto Pierdicca, Adriano Mancini, Bata Vasic

The understanding of how users interact with the virtual cultural heritage could provide digital curators valuable insights into user behaviors, and also improve the overall user experience through the ability to observe and record interactions of virtual visitors. This paper introduces the new User Behavior (UB) tracking algorithm that we developed investigating a salience of the Virtual Reality (VR) panoramic regions. The algorithm extracts the importance of Region of Interest (ROI) determining patterns of the visitors’ virtual movement and interest in combination with statistics of captured browser activity. The input of our algorithm is the virtual online interactive platform (Virtual Museum of the Civic Art Gallery of Ascoli Piceno in Italy) with eighty-one 16386x8192 pixels panoramic images and several interactive features including maps, thumbnails, and menus. The software engine of the tracking model “Vice Versa” VR (3VR) operates on inverse functions of all descriptive functions (descriptors), which are assigned particularly to each interactive feature such as viewing multimedia content and observing the panoramic environment. The tracking experiment was performed online and the web virtual museum key study collected behavior information from 171 visitors around the world. Collected data, multimedia and textual content, and the coordinates of the ROIs are then subjected to standard statistics operations in order to define common patterns of UBs. Thus, we have discovered that the ROIs are mostly mapped onto the artworks and it is possible to obtain patterns about the main interests of users. The developed tool offers a guideline for the panoramic tours design and the potential benefits for museums are to understand the public, verify the effectiveness of choices, and re-shape a cultural offer based on visitors’ needs. Exploiting this kind of user experience, our algorithm ensures relevant feedback during virtual visits, and thus paves the way for further development of the recommender system.

了解用户如何与虚拟文化遗产互动,可以为数字馆长提供有关用户行为的宝贵见解,还能通过观察和记录虚拟游客的互动来改善整体用户体验。本文介绍了我们为调查虚拟现实(VR)全景区域的显著性而开发的新用户行为(UB)跟踪算法。该算法结合捕捉到的浏览器活动统计数据,提取确定游客虚拟移动和兴趣模式的兴趣区域(ROI)的重要性。我们算法的输入是虚拟在线互动平台(意大利阿斯科利皮切诺市民艺术馆的虚拟博物馆),其中包含 81 幅 16386x8192 像素的全景图像和若干互动功能,包括地图、缩略图和菜单。跟踪模型 "Vice Versa "VR(3VR)的软件引擎根据所有描述函数(描述符)的反函数运行,这些描述符特别分配给每个交互式功能,如查看多媒体内容和观察全景环境。跟踪实验在网上进行,网络虚拟博物馆关键研究收集了全球 171 名游客的行为信息。收集到的数据、多媒体和文本内容以及 ROI 的坐标随后进行了标准统计运算,以确定 UB 的共同模式。因此,我们发现 ROIs 大都映射到了艺术作品上,并有可能获得用户主要兴趣的模式。所开发的工具为全景参观的设计提供了指导,对博物馆的潜在益处在于了解公众、验证选择的有效性,以及根据参观者的需求重塑文化产品。利用这种用户体验,我们的算法确保了虚拟参观过程中的相关反馈,从而为进一步开发推荐系统铺平了道路。
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引用次数: 0
Digital reconstruction of partially lost altarpieces. The case of the Rosary’s altarpiece of Sant Pere Màrtir de Manresa. 部分遗失祭坛画的数字重建。圣佩尔-马尔蒂尔-德-曼雷萨的玫瑰祭坛画。
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-04-03 DOI: 10.1145/3652860
Anna Pagès-Vilà, Xavier Pueyo, Imanol Munoz-Pandiella

An important challenge of Digital Cultural Heritage is to contribute to the recovery of artworks with their original shape and appearance. Many altarpieces, which are very relevant Christian art elements, have been damaged and/or, partly or fully, lost. Therefore, the only way to recover them is to carry out their digital reconstruction. Although the procedure that we present here is valid for any altarpiece with similar characteristics, and even for other akin elements, our test bench is the altarpieces damaged, destroyed, or disappeared during the Spanish Civil War (1936-1939) in Catalonia where most suffered these effects. The first step of our work has been the classification of these artworks into different categories on the basis of their degree of destruction and of the available visual information related to each one.

This paper proposes, for the first time to our knowledge, a workflow for the virtual reconstruction, through photogrammetry, digital modeling, and digital color restoration; of whole altarpieces partially preserved with very little visual information. Our case study is the Rosary’s altarpiece of Sant Pere Màrtir de Manresa church. Currently, this altarpiece is partially preserved in fragments in the Museu Comarcal de Manresa (Spain). But, it can not be reassembled physically owing to the lack of space (actually the church does not exist anymore) and the cost of such an operation. Thus, there is no other solution than the digital one to contemplate and study the altarpiece as a whole. The reconstruction that we provide allows art historians and the general public to virtually see the altarpiece complete and assembled as it was until 1936. The results obtained also allow us to see in detail the reliefs and ornaments of the altarpiece with their digitally restored color.

数字文化遗产的一个重要挑战是帮助恢复艺术品的原貌。许多祭坛画是非常重要的基督教艺术元素,但已损坏和/或部分或全部丢失。因此,恢复它们的唯一办法就是进行数字重建。尽管我们在此介绍的程序适用于任何具有类似特征的祭坛画,甚至适用于其他同类元素,但我们的试验台是西班牙内战(1936-1939 年)期间在加泰罗尼亚受损、毁坏或消失的祭坛画,其中大部分都受到了这些影响。我们工作的第一步是根据这些艺术品的毁坏程度和与每件艺术品相关的可用视觉信息将其分为不同类别。据我们所知,本文首次提出了一种工作流程,通过摄影测量、数字建模和数字色彩修复,对部分保存下来但视觉信息极少的祭坛作品进行虚拟重建。我们的案例研究是 Sant Pere Màrtir de Manresa 教堂的玫瑰祭坛画。目前,这幅祭坛画的部分碎片保存在西班牙曼雷萨市政博物馆(Museu Comarcal de Manresa)。但是,由于空间不足(事实上教堂已不复存在)和费用问题,无法将其重新组装。因此,除了数字技术外,别无他法,只能将祭坛画作为一个整体进行研究。我们所提供的重建技术可以让艺术史学家和普通公众虚拟地看到祭坛画在 1936 年之前的完整拼接情况。此外,我们还能通过数字技术还原祭坛壁画上的浮雕和装饰物的色彩,从而看到它们的细节。
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引用次数: 0
Augmented Reality Book Design for Teaching and Learning Architectural Heritage: Educational Heritage in Hong Kong Central and Western District 建筑遗产教学的增强现实图书设计:香港中西区的教育遗产
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-29 DOI: 10.1145/3655628
Lee Cheng, Leung Kwok Prudence Lau, Wing Yan Jasman Pang

The teaching and learning of architectural heritage can play a vital role in engaging students in envisioning the past and nurturing their cultural identity. However, this endeavour often faces challenges stemming from limited access to heritage sites and varying levels of student interest in the subject matter. This project introduces an augmented reality (AR) book design that seamlessly integrates pop-up three-dimensional models with a dedicated mobile app, effectively illustrating the architectural designs of educational heritages in Hong Kong Central and Western District. An evaluative study was conducted to assess the usability of the AR book for architectural heritage education, which employed a mixed-methods design comprising questionnaire survey with heritage education undergraduate students (N = 80) and semi-structured interviews with a subset of the participants. The results revealed a favourable response to the use of AR technology for virtual representations of cultural heritage, alongside participants’ positive attitudes towards the virtual learning experience facilitated by the AR book. The findings of this study underscore the feasibility and potential benefits of integrating AR technology into architectural heritage education. This integration can offer digitally-mediated learning experiences that actively engage young learners in the exploration and preservation of cultural heritage.

建筑遗产的教与学在吸引学生憧憬过去和培养他们的文化认同感方面可以发挥至关重要的作用。然而,这项工作往往面临着挑战,因为进入遗产地的机会有限,而且学生对这一主题的兴趣程度也参差不齐。本项目介绍了一种增强现实(AR)图书设计,将弹出式三维模型与专用移动应用程序无缝整合,有效地展示了香港中西区教育遗产的建筑设计。为评估AR图书在建筑遗产教育中的可用性,我们进行了一项评估研究,采用了混合方法设计,包括对遗产教育本科生(80人)进行问卷调查,以及对部分参与者进行半结构化访谈。结果显示,参与者对使用 AR 技术虚拟再现文化遗产反应良好,并对 AR 图书带来的虚拟学习体验持积极态度。这项研究的结果强调了将 AR 技术融入建筑遗产教育的可行性和潜在益处。这种整合可以提供以数字为媒介的学习体验,让年轻的学习者积极参与文化遗产的探索和保护。
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引用次数: 0
期刊
ACM Journal on Computing and Cultural Heritage
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