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Virtual Reconstruction of the Deconstructed Heritage: The Former Building of the Belo Horizonte School of Medicine 解构遗产的虚拟重建:贝洛奥里藏特医学院旧楼
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-09 DOI: 10.1145/3639931
Ana Regina Mizrahy Cuperschmid, Aline Prado Costa, Igor Neves, Flávio Raffaelli Fonseca, Ethel Mizrahy Cuperschmid

Built between 1911 and 1914 by architect Francisco Izidoro Monteiro, the former neoclassical building of the Belo Horizonte School of Medicine (BHSM) was located in a central area of the city. Its design, inspired by the European precepts at the time, was embedded in the same architectural language that characterized the cityscape of the capital of Minas Gerais, Brazil. The original building was gradually dismantled and completely demolished in 1960 to make way for the present headquarters. Few records of its existence remain. In order to contribute to the construction of the digital heritage of the old BHSM building, this paper presents its virtual reconstruction, demonstrates and analyzes the application of Heritage Building Information Modeling (HBIM) for this purpose. Based on data collection and the organization of numerous references (historical photographs, former students' recollections, magazine articles, books, minutes and photogrammetry of the remains), a hypothetical model of the building was developed to represent its condition as built and prior to demolition. Despite the difficulties in modeling, it was possible to perform a virtual historical reconstruction of the building, providing a better understanding of the building that does not currently exist. The preservation of the digital heritage of the demolished building aims to raise public awareness of its memory, which is consistent with the collection of the Memory Center of the UFMG School of Medicine (CEMEMOR).

贝洛奥里藏特医学院(Belo Horizonte School of Medicine,BHSM)的前身是一座新古典主义建筑,由建筑师弗朗西斯科-伊齐多罗-蒙泰罗(Francisco Izidoro Monteiro)于 1911 年至 1914 年间建造,位于城市中心地带。其设计灵感来自当时的欧洲理念,与巴西米纳斯吉拉斯州首府城市景观的建筑语言如出一辙。最初的建筑逐渐被拆除,并于 1960 年被完全拆毁,为现在的总部大楼让路。有关其存在的记录已所剩无几。为了促进 BHSM 老建筑数字遗产的建设,本文介绍了该建筑的虚拟重建,演示并分析了遗产建筑信息建模(HBIM)在这方面的应用。在收集数据和整理大量参考资料(历史照片、昔日学生的回忆、杂志文章、书籍、会议记录和遗迹摄影测量)的基础上,建立了该建筑的假想模型,以表现其建成时和拆除前的状况。尽管建模困难重重,但仍有可能对该建筑进行虚拟历史重建,从而更好地了解这座目前尚不存在的建筑。保存被拆除建筑的数字遗产旨在提高公众对其记忆的认识,这与 UFMG 医学院记忆中心(CEMEMOR)的收藏是一致的。
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引用次数: 0
Evaluating User Experience in the Context of Cultural Heritage Dissemination Using Extended Reality: A Case Study of the Dacian Bronze Matrix with Hollow Design 利用扩展现实技术评估文化遗产传播中的用户体验:带中空设计的达契亚青铜矩阵案例研究
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-09 DOI: 10.1145/3639933
Călin Neamțu, Radu Comes, Dorin-Mircea Popovici, Elena Băutu, Mateescu-Suciu Liliana, Adrien Syrotnik, Matei-Ioan Popovici

Cultural institutions are increasingly prioritizing the utilization of diverse mixed reality technologies to enrich the visitor experience during their physical exhibitions. These institutions are actively integrating virtual assets to enhance interactivity and facilitate immersive storytelling experiences. The use of extended reality technologies in cultural heritage dissemination has become a common solution to improve the perception on cultural heritage of their visitors. The objective of the proposed research is to conduct a comparative analysis of three distinct extended reality applications used in cultural heritage experiences. The proposed workflow integrates advanced 3D scanning technology and additive manufacturing techniques to produce tangible replicas which are further enhanced using extended reality technologies, such as Augmented Reality, Desktop Virtual Reality, and Immersive Virtual Reality. To evaluate the developed extended reality applications, we have conducted various System Usability Scale tools to assess applications’ usability while also trying to identify the most appropriate application that can be integrated within the museum exhibition. From a utility point of view we found no notable differences in the user perceptions between proposed solutions, while from a usability and satisfaction point of view, the most preferred solution was the Augmented Reality one. The workflow is presented in sufficient detail to ensure the replication of the results.

文化机构越来越重视利用各种混合现实技术来丰富游客在实体展览中的体验。这些机构正在积极整合虚拟资产,以增强互动性,促进身临其境的故事体验。在文化遗产传播中使用扩展现实技术已成为一种常见的解决方案,以改善参观者对文化遗产的感知。拟议研究的目的是对文化遗产体验中使用的三种不同的扩展现实应用进行比较分析。拟议的工作流程整合了先进的三维扫描技术和增材制造技术,以制作有形复制品,并利用增强现实、桌面虚拟现实和沉浸式虚拟现实等扩展现实技术进一步增强这些复制品。为了评估所开发的扩展现实应用程序,我们使用了各种系统可用性量表工具来评估应用程序的可用性,同时还试图找出最适合集成到博物馆展览中的应用程序。从实用性的角度来看,我们发现用户对拟议解决方案的看法没有明显差异,而从可用性和满意度的角度来看,用户最喜欢的解决方案是增强现实解决方案。我们对工作流程进行了详细介绍,以确保结果的可复制性。
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引用次数: 0
Digital 3D Reconstruction of Ancient Chinese Great Wild Goose Pagoda by TLS Point Clouds Hierarchical Registration 通过 TLS 点云分层注册实现中国古代大雁塔的数字 3D 重建
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-09 DOI: 10.1145/3639932
Xiaohu Lin, Bei Xue, Xiqi Wang

Digital reconstruction of ancient buildings is very challenging due to its architectural complexity and structural delicacy. Therefore, how to apply new Earth Observation (EO) technology to digitally reconstruct the complete and real model of ancient buildings without damage has become an urgent issue. This paper proposed a multi-scan point cloud hierarchical registration method for 3D reconstruction of ancient Chinese Great Wild Goose Pagoda based on Terrestrial Laser Scanner (TLS) data. First, a multi-scan point cloud hierarchical registration method is elaborate designed for 3D reconstruction. Then, the outline feature of ancient Chinese Great Wild Goose Pagoda is automatically extracted by point cloud slicing. Finally, fine modeling is carried out according to the outline feature extracted from the reconstructed point cloud, after that block combination and texture mapping are conducted for 3D digitalization and documentation. The experiments indicate that the Root Mean Square Error (RMSE) of multi-scan hierarchical registration of the translation and rotation are less than 3 cm and 0.862° respectively, and the complete and real model of the Great Wild Goose Pagoda is obtained by fine modeling and texture mapping, which provides an important reference for 3D digital protection of ancient buildings.

由于古建筑的建筑复杂性和结构精细性,古建筑的数字化重建是一项非常具有挑战性的工作。因此,如何应用新的地球观测(EO)技术,对古建筑进行完整、真实、无损的数字化重建,已成为亟待解决的问题。本文提出了一种基于地面激光扫描仪(TLS)数据的多扫描点云分层配准方法,用于中国古代大雁塔的三维重建。首先,针对三维重建精心设计了一种多扫描点云分层配准方法。然后,通过点云切片自动提取中国古代大雁塔的轮廓特征。最后,根据从重建点云中提取的轮廓特征进行精细建模,然后进行块组合和纹理映射,实现三维数字化和文档化。实验表明,多扫描分层配准的平移和旋转的均方根误差(RMSE)分别小于 3 厘米和 0.862°,通过精细建模和纹理映射得到了完整、真实的大雁塔模型,为古建筑的三维数字化保护提供了重要参考。
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引用次数: 0
Are Users of Digital Archives Ready for the AI Era? Obstacles to the Application of Computational Research Methods and New Opportunities 数字档案用户准备好迎接人工智能时代了吗?计算研究方法应用的障碍与新机遇
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-01-06 DOI: 10.1145/3631125
Lise Jaillant, Katherine Aske
 Innovative technologies are improving the accessibility, preservation and searchability of born-digital and digitised records. In particular, Artificial Intelligence (AI) is opening new opportunities for archivists and researchers. However, the experience of scholars (particularly humanities scholars) and other users remain understudied. This article asks how and why researchers and general users are, or are not, using computational methods. This research is informed by an open-call survey, completed by 22 individuals, and semi-structured interviews with 33 professionals, including archivists, librarians, digital humanists, literary scholars, historians, and computer scientists. Drawing on these results, this article offers an analysis of user experiences of computational research methods applied to digitised and born-digital archives. With a focus on humanities and social science researchers, this article also discusses users who resist this kind of research, perhaps because they lack the skills necessary to engage with these materials at scale, or because they prefer to use more traditional methods, such as close reading and historical analysis. Here, we explore the uses of computational and more ‘traditional’ research methodologies applied to digital records. We also make a series of recommendations to elevate users’ computational skills but also to improve the digital infrastructure to make archives more accessible and usable.
创新技术正在提高出生数字和数字化记录的可访问性、可保存性和可搜索性。尤其是人工智能(AI)为档案管理人员和研究人员带来了新的机遇。然而,学者(尤其是人文学者)和其他用户的体验仍未得到充分研究。本文询问研究人员和普通用户如何以及为何使用或不使用计算方法。这项研究参考了一项由 22 人完成的公开调查,以及对 33 位专业人士(包括档案管理员、图书馆员、数字人文学者、文学学者、历史学家和计算机科学家)进行的半结构式访谈。根据这些结果,本文分析了应用于数字化和天生数字化档案的计算研究方法的用户体验。本文以人文学科和社会科学研究人员为重点,还讨论了那些抵制此类研究的用户,也许是因为他们缺乏大规模使用这些资料所需的技能,或者是因为他们更喜欢使用更传统的方法,如细读和历史分析。在此,我们探讨了将计算和更 "传统 "的研究方法应用于数字记录的可能性。我们还提出了一系列建议,以提高用户的计算技能,同时改善数字基础设施,使档案更易获取和使用。
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引用次数: 0
Protecting Privacy in Digital Records: The Potential of Privacy Enhancing Technologies 保护数码纪录的私隐:加强私隐技术的潜力
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-11-27 DOI: 10.1145/3633477
Victoria L. Lemieux, John Werner

With increased concerns about data protection and privacy over the past several years, and concomitant introduction of regulations restricting access to personally information (PI), archivists in many jurisdictions now must undertake ‘sensitivity reviews’ of archival documents to determine if they can make those documents accessible to researchers. Such reviews are onerous, given increasing volume of records, and complex, due to how difficult it can be for archivists to identify whether records contain personal information (PI) under the provisions of various laws. Despite research into the application of tools and techniques to automate sensitivity reviews, effective solutions remain elusive. Not yet explored as a solution to the challenge of enabling access to archival holdings subject to privacy restrictions is the application of privacy enhancing technologies (PETs) - a class of emerging technologies that rest on the assumption that a body of documents is confidential or private and must remain so. While seemingly being counter-intuitive to apply PETs to making archives more accessible, we argue that PETs could provide an opportunity to protect PI in archival holdings whilst still enabling research on those holdings. In this paper, to lay a foundation for archival experimentation with use of PETs, we contribute an overview of these technologies based on a scoping review and discuss possible use cases and future research directions.

随着过去几年对数据保护和隐私的关注增加,以及随之而来的限制个人信息访问(PI)的法规的引入,许多司法管辖区的档案保管员现在必须对档案文件进行“敏感性审查”,以确定他们是否可以让研究人员访问这些文件。由于档案数量不断增加,审查工作非常繁重,而且根据各种法律的规定,档案管理员很难确定档案中是否包含个人信息(PI),因此审查工作非常复杂。尽管对自动化敏感性审查的工具和技术的应用进行了研究,但有效的解决方案仍然难以捉摸。隐私增强技术(pet)的应用尚未被作为一种解决方案来探索,以使人们能够在隐私限制的情况下访问档案。这是一类新兴技术,它基于一组文件是机密或私人的假设,并且必须保持机密或私人。虽然将pet应用于使档案更容易获取似乎是违反直觉的,但我们认为pet可以提供一个机会来保护档案馆藏中的PI,同时仍然可以对这些馆藏进行研究。在本文中,为了为档案实验奠定基础,我们在范围回顾的基础上对这些技术进行了概述,并讨论了可能的用例和未来的研究方向。
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引用次数: 0
Subtle Sound Design: Designing for Experience Blend in a Historic House Museum 微妙的声音设计:历史建筑博物馆的体验融合设计
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-11-24 DOI: 10.1145/3633476
Mia F. Yates, Anders S. Løvlie

In this article, we present and discuss a user-study prototype, developed for Bakkehuset historic house museum in Copenhagen. We examine how the prototype - a digital sound installation - can expand visitors’ experiences of the house and offer encounters with immaterial cultural heritage. Historic house museums often hold back on utilizing digital communication tools inside the houses, since a central purpose of this type of museum is to preserve an original environment. Digital communication tools however hold great potential for facilitating rich encounters with cultural heritage and in particular with the immaterial aspects of museum collections and their histories. In this article we present our design steps and choices, aiming at subtly and seamlessly adding a digital dimension to a historic house. Based on qualitative interviews, we evaluate how the sound installation at Bakkehuset is sensed, interpreted, and used by visitors as part of their museum experience. In turn, we shed light on the historic house museum as a distinct design context for designing hybrid visitor experiences and point to the potentials of digital communication tools in this context.

在本文中,我们展示并讨论了为哥本哈根Bakkehuset历史建筑博物馆开发的用户研究原型。我们研究了这个原型——一个数字声音装置——如何扩展游客对房子的体验,并提供与非物质文化遗产的接触。历史建筑博物馆通常不愿意在室内使用数字通信工具,因为这类博物馆的中心目的是保护原始环境。然而,数字通信工具在促进与文化遗产的丰富接触方面具有巨大潜力,特别是与博物馆藏品及其历史的非物质方面的接触。在这篇文章中,我们展示了我们的设计步骤和选择,旨在巧妙而无缝地为历史建筑添加数字维度。基于定性访谈,我们评估了Bakkehuset的声音装置是如何被参观者感知、解释和使用的,作为他们博物馆体验的一部分。反过来,我们将历史建筑博物馆作为设计混合游客体验的独特设计背景,并指出在这种背景下数字通信工具的潜力。
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引用次数: 0
Preserving Southern Thai Traditional Manora Dance Through Mobile Role-Playing Game Technology 通过移动角色扮演游戏技术保护泰国南部传统马诺拉舞蹈
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-11-23 DOI: 10.1145/3631122
Sasithorn Rattanarungrot, Kosin Kalarat, Martin White, Kannattha Chaisriya
Manora or Nora has been added to the heritage list of UNESCO as Thailand's intangible cultural heritage since 2021. This performance has been presented as a regional form of entertainment and traditionally passed down through generations within certain families. Nowadays, young people are able to learn and practice Manora instructed by their masters or their successors. However, there is currently no digital content of Manora that could support awareness and enrichment of cultural safeguarding, so this article proposes the design and development of a mobile 3D game representing Manora, which is Southern Thai dance-drama performing art. The aim of this game is to increase citizens’ engagement with their intangible cultural heritage and preservation by delivering novel digital heritage content specifically designed for a role-playing mobile game called Nara. The Nara game is used to enhance the perception of Manora dance and provide new experience of playing a culture-based game through costume and its material items. The game design process takes Manora's significant identities including the costume, dance postures, and music along with players’ requirements to create a game player character, non-player characters, storytelling, challenges, and level design. The development of the game is done on Unity game engine which provides a mobile 3D game platform to integrate all the designed content and generate the interactive Nara game. The experimentation results conclude that utilizing the unique identity of Manora in gameplay successfully enhances the audience's experience and recognition. This result indicates the effective use of creativity and interactive multimedia technology to create attractive content and enjoyment that can encourage intangible cultural heritage preservation in an innovative manner.
自2021年起,玛诺拉被联合国教科文组织列入泰国非物质文化遗产名录。这种表演是一种地区性的娱乐形式,传统上在某些家庭中代代相传。如今,年轻人可以在他们的主人或继承人的指导下学习和练习Manora。然而,目前还没有能够支持文化保护意识和丰富的Manora数字内容,因此本文提出设计和开发一款代表泰国南部舞蹈戏剧表演艺术Manora的移动3D游戏。这款游戏的目的是通过提供专门为角色扮演手机游戏《奈良》设计的新颖数字遗产内容,提高市民对非物质文化遗产和保护的参与度。《奈良》游戏通过服装和道具,增强了马诺拉舞的观赏性,提供了一种新的文化游戏体验。游戏设计过程需要Manora的重要身份,包括服装,舞蹈姿势和音乐,以及玩家创造游戏玩家角色,非玩家角色,故事叙述,挑战和关卡设计的要求。游戏的开发是在Unity游戏引擎上完成的,该引擎提供了一个移动3D游戏平台,将所有设计的内容整合在一起,生成交互式奈良游戏。实验结果表明,在游戏玩法中利用Manora的独特身份,成功提升了用户的体验和认可度。这一结果表明,我们可以有效地利用创意和互动多媒体技术来创造有吸引力的内容和享受,以创新的方式鼓励非物质文化遗产的保护。
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引用次数: 0
Identifying Relationships and Classifying Western-Style Paintings: Machine Learning Approaches for Artworks by Western Artists and Meiji-Era Japanese Artists 识别关系和分类西式绘画:西方艺术家和明治时代日本艺术家作品的机器学习方法
3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-11-13 DOI: 10.1145/3631136
Phongtharin Vinayavekhin, Banphatree Khomkham, Vorapong Suppakitpaisarn, Phillippe Codognet, Torahiko Terada, Atsushi Miura
Many Western-style paintings by Japanese artists in the early 1900s, though maintaining a unique quality, were greatly inspired by the works of Western artists. In this paper, we employ machine learning to identify relationships and classify the works of Japanese and Western artists. The relationships are of significant interest to numerous art historians, as they can reveal how Western art was introduced to Japan. Historically, art historians have manually annotated these correspondences, which is a time-consuming and labor-intensive process. In this paper, we introduce a new method for finding correspondences between related artworks by comparing their overall outline information. This technique is based on Siamese neural networks (SNNs) and a self-supervised learning approach. Additionally, we have compiled a dataset of illustrations from Japanese artists such as Seiki Kuroda and Western artists such as Raphaël Collin, complete with correspondence annotations. On the other hand, to exhibit the unique quality of works by Japanese artists, we demonstrate that machine learning can classify between artworks created by Japanese artists and those created by Western artists.
20世纪初,日本艺术家的许多西方风格的绘画,虽然保持了独特的品质,但很大程度上受到了西方艺术家作品的启发。在本文中,我们使用机器学习来识别关系并对日本和西方艺术家的作品进行分类。许多艺术史学家对这种关系非常感兴趣,因为它们可以揭示西方艺术是如何传入日本的。从历史上看,艺术史学家都是手工注释这些信件,这是一个耗时费力的过程。在本文中,我们介绍了一种通过比较相关艺术品的总体轮廓信息来寻找它们之间对应关系的新方法。该技术基于连体神经网络(snn)和自监督学习方法。此外,我们还汇编了来自日本艺术家(如Seiki Kuroda)和西方艺术家(如Raphaël Collin)的插图数据集,并附有相应的注释。另一方面,为了展示日本艺术家作品的独特品质,我们证明了机器学习可以对日本艺术家和西方艺术家的作品进行分类。
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引用次数: 0
Individually Integrated Virtual/Augmented Reality Environment for Interactive Perception of Cultural Heritage 文化遗产互动感知的单独集成虚拟/增强现实环境
3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-11-10 DOI: 10.1145/3631145
Jia Hu
The need to preserve and care for cultural heritage makes information technology a tool for finding, documenting, describing, and visualizing important historical and archaeological sites. This article offers an example of a demo platform providing users with a unique immersive experience in a virtual clothing museum environment. The proposed concept combines such types of media resources as audio, video, text, and 3D models of the virtual environment. The augmented reality elements perform the function of additional informing the users about certain facts about the exhibits. The methodology of platform development and the application's architecture are described. The creation of the platform is intended to achieve the objectives set by VR/AR technologies, namely, to provide a wide range of opportunities for interaction of the user with the objects of cultural heritage. The peculiarity of the application is the possibility to choose between exploring the objects of cultural heritage on one's own or following a programmed path with the help of an audio guide. The proposed solution can be used for stationary expositions of art objects, historical or archaeological relics, and objects of national economy and creativity. Testing of the demo version showed a rather high degree of user satisfaction (89% of respondents reported a positive experience). Users noted the atmospheric and immersive experience of virtual reality. The developed platform can perform educational and popularization functions.
保护和照顾文化遗产的需要使信息技术成为发现、记录、描述和可视化重要历史和考古遗址的工具。本文提供了一个演示平台的示例,在虚拟服装博物馆环境中为用户提供独特的沉浸式体验。所提出的概念结合了诸如音频、视频、文本和虚拟环境的3D模型等媒体资源。增强现实元素执行附加通知用户有关展品的某些事实的功能。描述了平台开发的方法和应用程序的体系结构。该平台的创建旨在实现VR/AR技术所设定的目标,即为用户与文化遗产对象提供广泛的互动机会。该应用程序的特点是可以选择自己探索文化遗产的对象,也可以在音频向导的帮助下遵循编程的路径。该方案可用于艺术品、历史或考古文物、国民经济和创意对象的固定展览。演示版本的测试显示了相当高的用户满意度(89%的受访者表示有积极的体验)。用户注意到虚拟现实的氛围和身临其境的体验。开发的平台具有教育和普及功能。
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引用次数: 0
Uncovering and Tracing Historical Image Contexts: Image Retrieval in Visual Archives via Computer Vision 历史影像背景的揭示与追踪:视觉档案中的影像检索
3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-11-09 DOI: 10.1145/3631129
Lin Du, Brandon Le, Edouardo Honig
This study examines the longstanding need and challenge of providing contextual analysis of historical images stored in digital visual archives and the accessibility of retrieving contextual information from these historical archives. Contextual analysis is essential for disciplines such as history and art history, as it allows for the contextualization of artwork and historical sources with historical narratives, which in turn enhances understanding of the artistic or political expression in the contents of cultural products. To address this challenge, a novel approach is proposed utilizing computer vision to trace the circulation and dissemination of historical photographs in their original contexts. This method involves first using YOLO v7 to crop historical images from pictorial magazines, then training machine learning models on the cropped printed images plus another large dataset of original historical photographs, and comparing the similarity of images between the datasets of printed images and original photographs. To ensure accuracy of image similarities between the two subsets with distinct image qualities, an ensemble of three machine learning models—Vision Transformer, EfficientNetv2, and Swin Transformer—was developed. Through this system, contexts in the circulation of historical photographs were discovered and new insights regarding the editing strategies of propaganda magazines in East Asia during WWII were uncovered. These outcomes offer supporting evidence for previous research in the history and art historical disciplines, and demonstrate the potential of computer vision for uncovering new information from digital visual archives. Our model achieves a 77.8% top-15 retrieval accuracy on our evaluation dataset.
本研究探讨了为存储在数字视觉档案中的历史图像提供上下文分析的长期需求和挑战,以及从这些历史档案中检索上下文信息的可访问性。语境分析对于历史和艺术史等学科至关重要,因为它允许艺术作品和历史来源与历史叙事的语境化,这反过来又增强了对文化产品内容中艺术或政治表达的理解。为了应对这一挑战,我们提出了一种利用计算机视觉来追踪历史照片在其原始背景下的流通和传播的新方法。该方法包括首先使用YOLO v7从图片杂志中裁剪历史图像,然后在裁剪后的打印图像和另一个大型原始历史照片数据集上训练机器学习模型,并比较打印图像数据集和原始照片之间的图像相似性。为了确保具有不同图像质量的两个子集之间图像相似性的准确性,开发了三个机器学习模型(vision Transformer, EfficientNetv2和Swin Transformer)的集合。通过这一系统,发现了历史照片流通的脉络,并对二战时期东亚宣传杂志的编辑策略有了新的认识。这些结果为历史和艺术史学科的先前研究提供了支持证据,并展示了计算机视觉从数字视觉档案中发现新信息的潜力。我们的模型在我们的评估数据集中达到了77.8%的前15名检索准确率。
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引用次数: 0
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