VAST10: The 11th International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage

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High Resolution Acquisition of Detailed Surfaces with Lens-Shifted Structured Light

Ritz, Martin
Scholz, Manuel
Goesele, Michael
Stork, Andre

High Dynamic Range Video for Cultural Heritage Documentation and Experimental Archaeology

Happa, Jassim
Artusi, Alessandro
Czanner, Silvester
Chalmers, Alan

Verification and Acceptance Tests for High Definition 3D Surface Scanners

Bathow, Christiane
Breuckmann, Bernd
Scopigno, Roberto

Semi-Automatic Geometry-Driven Reassembly of Fractured Archeological Objects

Mellado, Nicolas
Reuter, Patrick
Schlick, Christophe

Geometric Morphometrics for Provenance Determination of Gallo-Roman White Clay Figurines

Bourdeu, Alexandre
Pitzalis, Denis

Natural Lighting, Gilts and Polychromy of Notre-Dame de Paris Cathedral

Callet, Patrick
Dumazet, Sylvain
Leclercq, Christophe
Politi, Carine

Removing Shadows for Color Projection Using Sun Position Estimation

Dellepiane, Matteo
Benedetti, Luca
Scopigno, Roberto

WreckSight: Revealing our Submerged Maritime Heritage

Rowland, Chris
Anderson, John

ViSMan: an Open-Source Visualization Framework for Virtual Reconstructions and Data Management in Archaeology

Diamanti, Tiziano
Blasco, Pilar Diarte
Guidazzoli, Antonella
López, Maria Sebastián
Toffalori, Elena

Analyzing Fracture Patterns in TheranWall Paintings

Shin, Hijung
Doumas, Christos
Funkhouser, Thomas
Rusinkiewicz, Szymon
Steiglitz, Kenneth
Vlachopoulos, Andreas
Weyrich, Tim

LIDO and CRMdig from a 3D Cultural Heritage Documentation Perspective

Pitzalis, Denis
Niccolucci, Franco
Theodoriou, Maria
Doerr, Martin

Rollouts of Fine Ware Pottery using High Resolution 3D Meshes

Bechtold, Sebastian
Krömker, Susanne
Mara, Hubert
Kratzmüller, Bettina

AnnoMAD: A Semantic Framework for the Management and the Integration of Full-text Excavation Data and Geographic Information

Felicetti, Achille
Samaes, Melissa
Nys, Karin
Niccolucci, Franco

Semantic Enrichment of Geographic Data and 3D Models for the Management of Archaeological Features

Felicetti, Achille
Lorenzini, Matteo
Niccolucci, Franco

A Distributed Object Repository for Cultural Heritage

Pan, Xueming
Beckmann, Philipp
Havemann, Sven
Tzompanaki, K.
Doerr, Martin
Fellner, Dieter W.

A Repository for 3D Model Production and Interpretation in Culture and Beyond

Doerr, Martin
Tzompanaki, Katerina
Theodoridou, Maria
Georgis, Ch.
Axaridou, A.
Havemann, Sven

3D-ISF: An Impact Measurement Tool for Business and Strategic Planning in ICT and 3D Heritage Applications

Kaminski, Jaime
Mcloughlin, Jim
Sodagar, Babak

A High-Level Tool for Curators of 3D Virtual Visits and ist Application to a Virtual Exhibition of Renaissance Frescoes

Chittaro, Luca
Ieronutti, Lucio
Ranon, Roberto
Siotto, Eliana
Visintini, Domenico

GigaMesh and Gilgamesh 3D Multiscale Integral Invariant Cuneiform Character Extraction

Mara, Hubert
Krömker, Susanne
Jakob, Stefan
Breuckmann, Bernd

Exploration of Large-scale Museum Artifacts through Non-instrumented, Location-based, Multi-user Interaction

Zabulis, Xenophon
Grammenos, Dimitris
Sarmis, Thomas
Tzevanidis, Kostantinos
Argyros, Antonis A.

Fluid Interaction in Audio-Guided Museum Visit: Authoring Tool and Visitor Device

Kaghat, Fatima-Zahra
Cubaud, Pierre

"The Approval of the Franciscan Rule" - Virtual Experience among the Characters of Giotto's Work

Pietroni, Eva
Antinucci, Francesco


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Recent Submissions

Now showing 1 - 22 of 22
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    High Resolution Acquisition of Detailed Surfaces with Lens-Shifted Structured Light
    (The Eurographics Association, 2010) Ritz, Martin; Scholz, Manuel; Goesele, Michael; Stork, Andre; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    We present a novel 3D geometry acquisition technique at high resolution based on structured light reconstruction with a low-cost projector-camera system. Using a 1D mechanical lens-shifter extension in the projector light path, the projected pattern is shifted in fine steps at sub-pixel scale with a granularity of down to 2048 steps per projected pixel, which opens up novel possibilities in depth accuracy and smoothness for the acquired geometry. Combining the mechanical lens-shifter extension with a multiple phase shifting technique yields a measuring range of 120x80 mm while at the same time providing a high depth resolution of better than 100 micron. Reaching far beyond depth resolutions achieved by conventional structured light scanning approaches with projector-camera systems, depth layering effects inherent to conventional techniques are fully avoided. Relying on low-cost consumer products only, we reach an area resolution of down to 55 micron (limited by the camera). We see two fields of benefit. Firstly, our acquisition setup can reconstruct finest details of small Cultural Heritage objects such as antique coins and thus digitally preserve them in appropriate precision. Secondly, our accurate height fields can be viable input to physically based rendering in combination with measured material BRDFs to reproduce compelling spatially varying, material-specific effects.
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    High Dynamic Range Video for Cultural Heritage Documentation and Experimental Archaeology
    (The Eurographics Association, 2010) Happa, Jassim; Artusi, Alessandro; Czanner, Silvester; Chalmers, Alan; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    Video recording and photography are frequently used to document Cultural Heritage (CH) objects and sites. High Dynamic Range (HDR) imaging is increasingly being used as it allows a wider range of light to be considered that most current technologies are unable to natively acquire and reproduce. HDR video content however has only recently become possible at desirable, high definition resolution and dynamic range. In this paper we explore the potential use of a 20 f-stop HDR video camera for CH documentation and experimental archaeology purposes. We discuss data acquisition of moving caustics, flames, distant light and in participating media. Comparisons of Low Dynamic Range (LDR) and HDR content are made to illustrate the additional data that this new technology is able to capture, and the benefits this is likely to bring to CH documentation and experimental archaeology.
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    Verification and Acceptance Tests for High Definition 3D Surface Scanners
    (The Eurographics Association, 2010) Bathow, Christiane; Breuckmann, Bernd; Scopigno, Roberto; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    High definition three-dimensional (3D) surface scanners, based on structured light or laser light section techniques, have found a wide range of applications, especially for technical and industrial applications (mostly for measuring and inspection tasks). Since about 10 years, systems adapted for the requirements of arts and Cultural Heritage (CH) support 3D digitization of art objects. Although the use of digital 3D models in CH is rapidly growing, many of the users are not yet completely familiar with terminology and all details of technical specifications. As most of the users are practitioners there is sometimes only little experience with terms as data quality, accuracy, resolution, measurement uncertainty, especially because these terms are used in very different ways, in manuals and brochures of scanner manufacturers as well as by authors of scientific papers. Moreover, the objective of many applications is digitization instead of measurement; therefore, many users are not even aware, that they nevertheless have to care about metrology issues such as verification and acceptance tests of the used equipment to get a reliable scanning result. In its first part, the paper will give an overview the fundamentals of data acquisition and data processing, presenting also advantages and benefits, limitations and drawbacks as well as correlations between different performance parameters of high definition 3D surface scanners. Our goal is also to rectify a number of typical misunderstandings and to clarify related terms and definitions. In its second part, the paper will concentrate on verification and acceptance tests of high definition 3D scanners, reviewing the German guidelines VDI/VDE 2634/2 and proposing some preliminary extensions required to cope better with the CH domain.
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    Semi-Automatic Geometry-Driven Reassembly of Fractured Archeological Objects
    (The Eurographics Association, 2010) Mellado, Nicolas; Reuter, Patrick; Schlick, Christophe; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    3D laser scanning of broken cultural heritage content is becoming increasingly popular, resulting in large col- lections of detailed fractured archeological 3D objects that have to be reassembled virtually. In this paper, we present a new semi-automatic reassembly approach for pairwise matching of the fragments, that makes it possible to take into account both the archeologist's expertise, as well as the power of automatic geometry-driven match- ing algorithms. Our semi-automatic reassembly approach is based on a real-time interaction loop: an expert user steadily specifies approximate initial relative positions and orientations between two fragments by means of a bimanual tangible user interface. These initial poses are continuously corrected and validated in real-time by an algorithm based on the Iterative Closest Point (ICP): the potential contact surface of the two fragments is identi- fied by efficiently pruning insignificant areas of a pair of two bounding sphere hierarchies, that is combined with a k-d tree for closest vertex queries. The locally optimal relative pose for the best match is robustly estimated by taking into account the distance of the closest vertices as well as their normals. We provide feedback to the user by a visual representation of the locally optimal best match and its associated error. Our first results on a concrete dataset show that our system is capable of assisting an expert user in real-time during the pairwise matching of downsampled 3D fragments.
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    Geometric Morphometrics for Provenance Determination of Gallo-Roman White Clay Figurines
    (The Eurographics Association, 2010) Bourdeu, Alexandre; Pitzalis, Denis; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    Hundreds of Gallo-Roman white clay figurines coming from the center of France and available in the French museums have been digitized by the Centre de Recherche et de Restauration des Musées de France using threedimensional surface scanner technologies. Shapes of the statuettes differ according to many parameters, they may vary according to the sites of origin, the author of the works and they might reflect local influences of the workshops from which they originate. In this paper, we describe methods used to quantify and compare the shapes of the figurines and interpret results obtained by using such methods on a set of three-dimensional virtual objects. we show the results of these methods applied to a set of three dimensional virtual objects based on homologous points (landmarks) systematically defined and placed on the virtual models of mother goddess and Venus figurines. We use geometric morphometrics, including essentially generalized Procrustes analysis, to measure and display the differences in shapes and characterize the provenance of the Gallo-Roman figurines. Various analyses including chemical methods have been already carried out to determine the provenance of the statuettes and provide a basis for the comparison of our results. According to the results of the statistical analysis we assess the advantages and limitations of geometric morphometrics for the characterization of the provenance of the white clay figurines. Finally, from a broader perspective, we comment the interpretation of morphometrical analyses applied to archaeological objects.
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    Natural Lighting, Gilts and Polychromy of Notre-Dame de Paris Cathedral
    (The Eurographics Association, 2010) Callet, Patrick; Dumazet, Sylvain; Leclercq, Christophe; Politi, Carine; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    Lighting either natural or not in the european medieval architecture (roman period) is studied and simulated around a special and famous example. "Notre-Dame de Paris" cathedral and its polychromy are studied for many years and, today the remains of polychromy are very reduced. This prestigious monument is then a unique opportunity to study the complex relationships between light, paint and gilt. Monumental polychromy of the religious buidings is now well established and some attempts exist for retrieving a kind of optical effects well controlled in the medieval era. An interdisciplinary study which derived from the french project TerraNumerica allowed to value a historical hypothesis about the possible optical role of gilts. Thanks to the simulation of a global illumination in spectral rendering operating with the photon mapping algorithm, a new interpretation of polychromy effects is proposed, including the lightguide effect produced by the gilts. Many measurements on formulated polychrome samples and spectrophotometric captures concerning natural lighting at sunset were made to validate that new hypothesis. The obtained results guided the interdisciplinary team on a new focus on the polychromy restitution of the medieval buildings and monuments. It became quite evident that the medieval sculptor brought a very high and accurate mastership in lighting. Playing with the symbolic and colored light for illuminating the Galerie des Rois (the kings of Judah and not the kings of France) he offered to the christian people a very "special effect" for the last minutes of the day time. Physically based simulations presented here show a brand new hypothesis concerning the optical role of gilts.
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    Removing Shadows for Color Projection Using Sun Position Estimation
    (The Eurographics Association, 2010) Dellepiane, Matteo; Benedetti, Luca; Scopigno, Roberto; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    The result of an outdoors 3D scanning acquisition campaign is usually an accurate 3D model of the site, but in most of the cases the quality of the color acquired by the scanner is not satisfying. Alternative solutions, like the projection of a photographic dataset acquired in a different stage, are still dependent on the quality of the initial images. The short time for the acquisition campaigns and the weather conditions often force the shooting of images taken under a strong direct sun illumination. This generates colored models of poor quality. In this paper we present a method to estimate the sun position starting from a geo-referenced 3D model and a set of images. The sun position can enhance both the image alignment and color projection phases. Moreover, the detection and removal of the shadows from the images produces a better and more coherent color in the final 3D model. Using this kind of approach, outdoor sites can be acquired producing a high quality color information together with an accurate geometric measurement.
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    WreckSight: Revealing our Submerged Maritime Heritage
    (The Eurographics Association, 2010) Rowland, Chris; Anderson, John; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    This paper describes WreckSight, an interactive application for viewing aesthetically considered, accurate, 3D visualisations of historic shipwrecks on the seabed. Maritime heritage sites around the world, especially historic shipwrecks, are typically difficult to access by the general public. In many cases they are beyond the reach of traditional maritime archaeological investigation due to depth and low visibility. Historically significant wrecks have been successfully raised to the surface for research and public exposition in recent years. The Mary Rose raised in 1982 from Portsmouth harbour (UK) and the wreck of the US Civil War submarine Hunley recovered in 2000 from Charleston Bay, are on public display along with many artefacts recovered from the wrecks. However, the majority of historic shipwrecks lie at the site of their sinking, on the seabed, hidden from the public view. Recent improvements in multibeam sonar technologies have resulted in new opportunities to gather very high definition, 3D point cloud data from submerged historic shipwreck sites, therefore offering the potential to create highly accurate 3D images for public exposition. Traditional maritime archaeological methods for displaying this data can be improved by addressing a number of known problems. These are: - Gaps between points allow data to show through from the other side of the wreck, potentially misrepresenting the structure of the wreck. - Point cloud data contains no inherent colour information. Traditional display methods apply arbitrary colour ramps to the data which often does not enhance the viewer's interpretation of the wreck. - Points are rendered at the same size regardless of their distance from the viewer The WreckSight application resolves these problems by utilising occlusion objects, locally oriented colour ramps (Locoramps) and digital cinematography. This 3D visualisation tool also has applications beyond heritage, e.g. in the marine salvage industry, recreational dive planning and environmental management.
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    ViSMan: an Open-Source Visualization Framework for Virtual Reconstructions and Data Management in Archaeology
    (The Eurographics Association, 2010) Diamanti, Tiziano; Blasco, Pilar Diarte; Guidazzoli, Antonella; López, Maria Sebastián; Toffalori, Elena; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    This paper aims at analyzing some case-studies in Virtual Archaeology where 3d reconstructions have been used as a tool for visualization and spatial organization of structured archaeological data. ViSMan (Visual Scenarios MANager) is an open source framework developed at Cineca for the visualization of scientific virtual environments. It has been applied to several Virtual Archaeology projects, thus allowing advanced 3d visualization features, switching between models, and linking to external contents such as images, text files, web urls; data linked through the models are visualized by the user in a new frame, overlapping or separated from the browser. 1. VisArq. 1.0 is an online geo-database of the archaeological heritage of the area around Zaragoza, Spain; the whole territory is visualized in ViSMan as a 3d DEM (Digital Elevation Model); the model displays the distribution of archaeological sites for which some kind of external reference is available; access is provided to different types of data by means of interactive HTML pages. 2: DHER-ViSMan application (running off-line) encloses both photo-realistic and schematic reconstructions of roman houses in Herculaneum, and explores different levels of data, ranging from the regional area to a single wall-painting; each model contains ''Nodes'', which provide access to a rich archive of data, managed through a relational database.
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    Analyzing Fracture Patterns in TheranWall Paintings
    (The Eurographics Association, 2010) Shin, Hijung; Doumas, Christos; Funkhouser, Thomas; Rusinkiewicz, Szymon; Steiglitz, Kenneth; Vlachopoulos, Andreas; Weyrich, Tim; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    In this paper, we analyze the fracture patterns observed in wall paintings excavated from Akrotiri, a Bronze Age Aegean city destroyed by earthquakes preceding a volcanic eruption on Thera (modern Santorini) around 1630 BC. We use interactive programs to trace detailed fragment boundaries in images of manually reconstructed wall paintings. Then, we use geometric analysis algorithms to study the shapes and contacts of those fragment boundaries, producing statistical distributions of lengths, angles, areas, and adjacencies found in assembled paintings. The result is a statistical model that suggests a hierarchical fracture pattern, where fragments break into two pieces recursively along cracks nearly orthogonal to previous ones. This model could be useful for predicting fracture patterns of other wall paintings and/or for guiding future computer-assisted reconstruction algorithms.
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    LIDO and CRMdig from a 3D Cultural Heritage Documentation Perspective
    (The Eurographics Association, 2010) Pitzalis, Denis; Niccolucci, Franco; Theodoriou, Maria; Doerr, Martin; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    The most important characteristic of Digital Libraries is their flexibility in exposing content. Typically a DL provides a search interface which allows resources to be found. These resources can be local or remote, depending on how the data are organised within the DL and on how these data are made available for harvesting from/to other DLs. This kind of communication is possible because the structures of different DLs are expressed in formal specifications. In particular, especially in Cultural Heritage where we need to describe an extremely heterogeneous environment, some metadata standards are emerging and mappings are proposed to allow metadata exchange and enrichment. The CIDOC-CRM is an ontology designed to mediate contents in the area of tangible cultural heritage and it is ISO 21127 : 2006 standard. In particular an extension of the CIDOC-CRM, known as CRMdig, enables to document information about data provenance and digital objects in a very precise way. LIDO is a rich metadata schema suitable for handling museum-related data, still under development but very promising. In this paper we propose an update of the CIDOC-CRM to LIDO mapping and using a case study we will compare how CIDOC-CRMdig and LIDO handle the digital information of an object.
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    Rollouts of Fine Ware Pottery using High Resolution 3D Meshes
    (The Eurographics Association, 2010) Bechtold, Sebastian; Krömker, Susanne; Mara, Hubert; Kratzmüller, Bettina; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    A common part of the documentation of archaeological finds is the drawing of so-called rollouts. Rollouts provide a complete and continuous depiction of graphical elements on the surface of rotation-symmetric objects and are especially useful for the iconographic interpretation of figurative vase painting. In the past, rollouts were created either by manual drawing or photographically. We propose a new method to generate rollouts in which the tedious process of manual drawing or the disadvantage of having to decide on a specific projection in advance of any photographical process is replaced by the acquisition of a digital coloured surface model using a structured-light 3D scanner. This model is then used to generate high-quality rollouts with arbitrary projection parameters. To handle curved vessel profiles, we divide the vessel's surface into multiple segments. Each segment is then approximated with a frustum which serves as a developable auxiliary surface. In the rollout generation process, the vessel's surface is projected onto a frustum's mantle, which is then developed into the image plane. The shape of each frustum is selected in such a way that projection distortions are minimized, but interrelated graphical features like figural friezes are still unrolled in one piece. To control distortion effects in rollouts of non-developable surfaces, we investigated the use of cartographic methods. A first implementation of our method generates true-to-scale rollouts from meshes provided as PLY files and writes them to a raster image file. Our program uses off-screen OpenGL in combination with tiled rendering to generate high-resolution images which are suited for professional printing. Exemplary results from the Austrian Corpus Vasorum Antiquorum (CVA) project of the Kunsthistorisches Museum Wien (KHM - Museum of Art History in Vienna) and the Universalmuseum Joanneum Graz (UMJ) are shown.
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    AnnoMAD: A Semantic Framework for the Management and the Integration of Full-text Excavation Data and Geographic Information
    (The Eurographics Association, 2010) Felicetti, Achille; Samaes, Melissa; Nys, Karin; Niccolucci, Franco; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    This paper describes the advances in the development of the AnnoMAD System, a modular framework created by PIN and The Cyprus Institute for the management and the integration of free-text archaeological data and geographic information related to excavations. The system provides a free-text encoding tool able to annotate textual documentation using semantic features and a GIS integrated framework to capture the spatial descriptions and make them available in a geographical context. AnnoMAD is built using Open Source software. It leverages on the flexibility of CIDOC-CRM and RDF to create a layer of semantic metadata to be linked to the original documents, in order to preserve their integrity. Integration of the GML standard geographic language with CIDOC-CRM guarantees data interoperability and demonstrates that CIDOC-CRM can offer a valid schema that may be easily extended to incorporate geographic features and relations. AnnoMAD has been applied to a case-study concerning a Bronze Age excavation in Cyprus, the Hala Sultan Tekke archaeological site.
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    Semantic Enrichment of Geographic Data and 3D Models for the Management of Archaeological Features
    (The Eurographics Association, 2010) Felicetti, Achille; Lorenzini, Matteo; Niccolucci, Franco; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    The present paper describes various technologies to link semantic information to 3D models during the process of management of 3D data and geometries used by the archaeologists for the reconstruction of ancient monuments or sites. This is an important requirement for the purposes of modern research since, although we have a lot of good 3D models of topographic objects, it is often difficult to make computers aware of the nature of the related real object (buildings, sites or landscapes) or parts of them (e.g. a column capitel and its various elements). The same difficulties occur when it is necessary to link geographic information to 3D models or to deal with metadata and annotations concerning the same elements, for which semantic technologies are required. We propose a possible way to integrate 3D data in a geographic environment and in addition to enrich 3D models by providing a set of semantic descriptions for each geometrical component of a given object, extended with semantic annotations of the model as a whole or of specific parts of it. The proposed technology is based on the use of various standards, including GML and one of its application schema, CityGML, specifically designed for the representation of 3D urban objects, and CIDOC-CRM, the cultural heritage ontology suitable for every non-structural description of each topograhic object or building, including temporal entities (events).
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    A Distributed Object Repository for Cultural Heritage
    (The Eurographics Association, 2010) Pan, Xueming; Beckmann, Philipp; Havemann, Sven; Tzompanaki, K.; Doerr, Martin; Fellner, Dieter W.; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    This paper describes the design and the implementation of a distributed object repository that offers cultural heritage experts and practitioners a working platform to access, use, share and modify digital content. The principle of collecting paradata to document each step in a potentially long sequence of processing steps implies a number of design decisions for the data repository, which are described and explained. Furthermore, we provide a description of the concise API our implementation. Our intention is to provide an easy-to-understand recipe that may be valuable also for other data repository implementations that incorporate and operationalize the more theoretical concepts of intellectual transparency, collecting paradata, and compatibility to semantic networks.
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    A Repository for 3D Model Production and Interpretation in Culture and Beyond
    (The Eurographics Association, 2010) Doerr, Martin; Tzompanaki, Katerina; Theodoridou, Maria; Georgis, Ch.; Axaridou, A.; Havemann, Sven; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    In order to support the work of researchers in the production, processing and interpretation of complex digital objects and the dissemination of valuable and diverse information to a broad spectrum of audience there is need for an integrated high performance environment that will combine knowledge base features with content management and information retrieval (IR) technologies. In this paper we describe the design and implementation of an integrated repository to ingest, store, manipulate, and export 3D Models, their related digital objects and metadata and to enable efficient access, use, reuse and preservation of the information, ensuring referential and semantic integrity. The repository design is based on an integrated coherent conceptual schema that models complex metadata regarding provenance information, structured models, formats, compatibility of 3D models, historical events and real world objects. This repository is not implemented just to be a storage location for digital objects; it is meant to be a working integrated platform for distant users who participate in a process chain consisting of several steps. A first prototype, in the field of Cultural Heritage, has already been implemented in the context of 3D-COFORM project, an integrated research project funded by the European Community's Seventh Framework Programme (FP7/2007-2013, no 231809) and the results are satisfactory, proving the feasibility of the design decisions which are absolutely new, ambitious, and extraordinarily generic for e-science.
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    3D-ISF: An Impact Measurement Tool for Business and Strategic Planning in ICT and 3D Heritage Applications
    (The Eurographics Association, 2010) Kaminski, Jaime; Mcloughlin, Jim; Sodagar, Babak; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    Despite the multitude of impact measurement techniques available to heritage site managers there is a case for the bigger strategic picture to figure more strongly in impact measurement decision making for ICT and 3D applications in the heritage sector. Discussions with heritage mangers raised the need for a holistic practical social impact model, one which combines impact measurement with overall strategic decision making considerations, accommodating internal and external dimensions of impact, as well as mission (and vision) and stakeholder perspectives ; and one that embeds impact as a dynamic issue for management in heritage organisations. In other words, there is a case for a total systems approach to impact which delivers from conceptualization to detailed implementation; right through to integrated strategic decision making. One that also can easily accommodate, if appropriate, other more specific measurement methods. The 3D ISF approach is broadly divided into two complementary elements. The left side of the framework considers the strategic perspective of the organisation. The right side of the framework encapsulates the impact measurement. The two elements are complementary and combine to form a holistic vision of the interaction between the site strategy, 3D deployment and its relationship to impact.
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    A High-Level Tool for Curators of 3D Virtual Visits and ist Application to a Virtual Exhibition of Renaissance Frescoes
    (The Eurographics Association, 2010) Chittaro, Luca; Ieronutti, Lucio; Ranon, Roberto; Siotto, Eliana; Visintini, Domenico; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    This paper presents a high-level tool to build 3D virtual exhibitions from pre-existing 3D models and design virtual visits. Our tool exploits AI techniques and careful interaction design to require minimal technical knowledge by a curator, and allows one to: (i) easily arrange 3D models (e.g. of artworks) in a virtual space; (ii) find, through an assisted procedure, interesting points of view in the virtual exhibition, and add multimedia information to them; (iii) design virtual visits that connect those points of view to form interactive tours with various levels of navigation assistance for the visitor. Moreover, we show how the tool has been used to build the virtual visit of a church with important Renaissance frescoes.
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    GigaMesh and Gilgamesh 3D Multiscale Integral Invariant Cuneiform Character Extraction
    (The Eurographics Association, 2010) Mara, Hubert; Krömker, Susanne; Jakob, Stefan; Breuckmann, Bernd; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    As assyriologists have to handle tremendous amounts of important documents of ancient history written in cuneiform script, like the epic of Gilgamesh, we are developing an efficent system to support their daily tasks. Previous projects demonstrated the application of holography and early close-range 3D scanners for this task. Based on experiences from our previous projects in archaeology, we are focusing on processing the vast amounts of data of high resolution 3D models from todays close-range 3D scanners like the Breuckmann smartSCAN-3D-HE. The presented method exploits the high-resolution of the 3D models to extract the impressed characters as well as other features like fingerprints. Previous work typically used rendering techniques from computer graphics to visualize the characters, which then had to be processed manually. More recent approaches use methods from differential geometry for detection and extraction of coarse contour lines. These methods are computationally fast, and well-established for industrial application, but cannot cover the variations of human handwriting in form of the ? wedge shaped ? cuneiform script. To overcome the variations in size of the wedges, we choose a multiscale approach using integrating geometry. A transformation invariant function is achieved by calculating the volumes of multiple concentric spheres intersecting the volume below the 3D model's surface at each point. Due to this multiscale approach, this function is represented by the so-called feature vector. By classifying these feature vectors using auto-correlation, our system ? called GigaMesh ? can automatically extract characters, requiring only one parameter: the approximated line (wedge) width in mm. Results are shown for cuneiform tablets from the collections of the Assyriologie Heidelberg as well as from the Uruk-Warka Sammlung. Finally an outlook regarding character (en)coding and integration into related projects like the Cuneiform Digital Library Initiative (CDLI) is given.
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    Exploration of Large-scale Museum Artifacts through Non-instrumented, Location-based, Multi-user Interaction
    (The Eurographics Association, 2010) Zabulis, Xenophon; Grammenos, Dimitris; Sarmis, Thomas; Tzevanidis, Kostantinos; Argyros, Antonis A.; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    This paper presents a system that supports the exploration of digital representations of large-scale museum artifacts in through non-instrumented, location-based interaction. The system employs a state-of-the-art computer vision system, which localizes and tracks multiple visitors. The artifact is presented in a wall-sized projection screen and it is visually annotated with text and images according to the location as well as walkthrough trajectories of the tracked visitors. The system is evaluated in terms of computational performance, localization accuracy, tracking robustness and usability.
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    Fluid Interaction in Audio-Guided Museum Visit: Authoring Tool and Visitor Device
    (The Eurographics Association, 2010) Kaghat, Fatima-Zahra; Cubaud, Pierre; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    This paper presents an integrated system for location aware museum audio guide supporting sound spatialization. This system consists of a multi-modal visitor device composed of a head position, an orientation tracker and an audio headset. It aims at providing the visitor with a feeling of immersion within sounds virtually emanating from the artifacts exposed in the museum. The system is associated with a graphical authoring tool specifically designed for audio augmented reality in the context of museums. The proposed authoring tool enables to build the 3D representation of the museum, to add sound sources at different positions and altitudes, to build the virtual soundscape, and to create visitor scenarios describing how the visitor interacts with the soundscape while navigating through the museum artifacts. Experiments were conducted at the ' Musée des Arts et Métiers' in Paris, with the objective of reviving the machineries exposed at that museum by bringing to them the sound dimension from which they were deprived. The obtained results are very promising.
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    "The Approval of the Franciscan Rule" - Virtual Experience among the Characters of Giotto's Work
    (The Eurographics Association, 2010) Pietroni, Eva; Antinucci, Francesco; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro Ribes
    Within the exhibition ''Giotto's colours'' opened to public from the 10th of April to the 5th of September 2010 in ssisi, the National Research Council realized an innovative project creating a virtual environment from the scene ''The Rule Confirmation'', painted by Giotto in the Upper Basilica of St. Francis of ssisi at the end of the XIII century. The scene has been represented in 3D, starting from an accurate study of Giotto's space, characters, proportions and the models have been ''mapped'' using the original artistss painting. On this base two virtual reality installations have been realized. In the first one it is possible to virtually enter into the Giotto's Fresco. The scene is brought to life: characters are animated and represented while performing the action painted by the artist. Visitors can interact within the virtual space and mix with the characters without the support of traditional interfaces (mouse, joystick, keyboards, devices) but just using body movements, in a simple and natural way. In this way the space illustrated by Giotto becomes a place of experience open to multisensorial narration and participation. On the contrary, the approach of the second installation is descriptive and interpretative, focused on the spatial and perspective investigation of Giotto's fresco, in comparison with the 3d reconstruction. The primary objective of this experiment is to involve the observer in the scene painted by Giotto and to enable the visitor to feel and understand the message that Giotto was communicating.