通过沉浸式虚拟现实技术加强考古研究。

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING IEEE Computer Graphics and Applications Pub Date : 2024-07-01 DOI:10.1109/MCG.2024.3403299
Marcello A Carrozzino, Eleonora Lanfranco, Giuseppe Rignanese, Gianfranco Adornato, Massimo Bergamasco, Mike Potel
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引用次数: 0

摘要

虚拟现实(VR)越来越多地应用于考古学,向公众展示古代遗址的重建,但考古学家将其用于专业目的的情况仍不常见。为了弥补这一不足,我们推出了一款 VR 应用程序,专门用于简化考古研究关键数据的存储和访问。在发掘后的分析阶段,该应用程序为专家提供了发掘现场和相关信息的沉浸式可视化。应用界面便于与通过摄影测量和建模技术生成的三维模型进行直接互动,从而能够对收集到的数据进行详细检查,并加强研究活动。我们将该系统应用于意大利阿格里琴托朱诺神庙的发掘案例研究。此外,我们还介绍了一项由考古学家参与的试点用户研究的结果,该研究评估了身临其境技术在记录、保护和探索考古遗址方面对专业人员的有效性,同时也推动了未来的潜在发展。
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Enhancing Archaeological Research Through Immersive Virtual Reality.

Virtual reality (VR) is increasingly employed in archaeology to showcase reconstructions of ancient sites to the general public, yet its utilization for professional purposes by archaeologists remains less common. To address this gap, we introduce a VR application specifically designed to streamline the storage and access of critical data for archaeological studies. This application provides experts with an immersive visualization of excavation sites and related information during the postexcavation analysis phase. The application interface facilitates direct interaction with 3-D models generated through photogrammetry and modeling techniques, enabling detailed examination of collected data and enhancing research activities. We applied this system to the case study of excavations at the Temple of Juno in Agrigento, Italy. In addition, we present the findings of a pilot user study involving archaeologists, which evaluates the effectiveness of immersive technologies for professionals in documenting, preserving, and exploring archaeological sites, while also driving potential future developments.

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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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