DH2013 - Digital Heritage International Congress 2013
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Item 3D Reconstruction of an outdoor archaeological site through a multi-view stereo technique(The Eurographics Association, 2013) Muzzupappa, Maurizio; Gallo, Alessandro; Spadafora, Francesco; Manfredi, Felix; Bruno, Fabio; Marca, Antonio La; -This paper describes the experimentation of a common multi-view stereo technique on a particularly complex test case: the ''Via Colonnata'' in the archaeological site of Kyme Eolica in Turkey. The study demonstrates that it is possible to create a detailed 3D model of an area sized tens of square meters without the need to use any dedicated device like laser scanners, drones or helium balloons, but just employing a digital camera and open source software. The reconstruction process implemented in this study addresses and solves some of the most relevant problems related to the reconstruction of large areas and the subsequent mapping of a texture on the geometrical model. In particular, we suggest some guidelines for the acquisition phase that help to reduce the subsequent problems related both to 3D geometry creation and texture mapping. In the pre-processing phase, we propose an automated technique for filtering of unimportant areas, based on the analysis of the disparity maps related to each image pair (the farther areas from the current point of view are masked out, in order to obtain a 3D model free of artifacts/defects). For the texture mapping process, in order to reduce the blur resulting from averaging and blending operations in overlapping areas, we propose a method that automatically identifies the most appropriate subset of images to be projected on the 3D model.Item A Computer Simulation to Test the Buchner Thesis. The Relationship of the Ara Pacis and Meridian in the Campus Martius, Rome(The Eurographics Association, 2013) Frischer, Bernard; Fillwalk, John; -3D modeling was first introduced into the fields of archaeology and art history in the early 1990s as a new form of illustration derived from the traditional paper-based plan, section, and elevation. In recent years, it has become clear that once we have an accurate 3D restoration model of a lost or damaged cultural heritage monument, we can use the model to pose new questions and generate new discoveries and insights. This paper will consider this heuristic use of 3D models in the field of archaeoastronomy. A simulation of a built environment that includes an accurate solar tracker with historical azimuthal data drawn from NASA's Horizons System can allow us to test alignments hypothesized in the scholarly literature and to discover hitherto unsuspected alignments. We will report on our development of a Unity simulation of the northern part of the Campus Martius in Rome during the period 8 BCE to 40 CE. We made the simulation in order to test the validity of a thesis first proposed by Edmund Buchner in the 1970s according to which two Augustan monuments built in this part of the city were designed to have a solar alignment on Augustus' birthday: the so-called Horologium Augusti and the Ara Pacis. Since Buchner wrote, his thesis has been hotly debated by Roman topographers. A computer simulation may be able to move research on this topic beyond the current impasse.Item Linking 3D Digital Surface Texture Data with Ancient Manufacturing Procedures(The Eurographics Association, 2013) Almeida, Vera Moitinho de; Barceló, Juan Antonio; Rosillo, Rafel; Palomo, Antoni; -Surface texture is a key parameter in archaeological materials, where its study has been central to use-wear research, as well as in the understanding of manufacturing processes. Nowadays, 3D digital surface textures can be characterized from macroscale to nanoscale, using advanced metrology methods and techniques, and by means of 2D profile or 3D areal (non-)contact instruments, which span a wide range and resolution. In this paper, we describe an experiment based on the quantitative description of geometric surface texture patterns (i.e., the microtopography) from 3D scanned archaeological and experimental materials, in order to assess how objects were manufactured in the past. At the end, we aim to differentiate texture patterns; associate them with possible gestures, carving techniques, and used tools; and understand the technical procedure used by the craftsperson. The archaeological object of study is a large fragment of one of the stelae with carved horns on blocks of sandstone, late 4th millennium cal BC, discovered in 2008 in the Neolithic settlement in the Serra del Mas Bonet (Vilafant, Alt Empordà ), Catalonia. Experimental replicas of this fragment's surface textures were made in blocks of sandstone coming from the same bedrock. The applied method consisted of using a 3D structured light scanner, with a submillimetre resolution, to capture the geometric surface texture of both prehistoric and experimental objects. Then, using surface roughness areal parameters, regulated by international standards, to describe quantitatively the texture patterns of a set of sampled areas. After that, comparisons were made, and a first conclusion is here presented.Item Immersive experience of current and ancient reconstructed cultural attractions(The Eurographics Association, 2013) Webel, Sabine; Franke, Tobias; Keil, Jens; Olbrich, Manuel; -Manual and automatic reconstruction of cultural assets are well-established fields of research. Especially with the recent introduction of methods such as KinectFusion even low cost sensors can be employed to create digital copies of the environment. However, experiencing these 3D models is still an active issue considering the wide variety of interaction devices for immersive Virtual Reality. The balance between system mobility and freedom of interaction is still a challenge: either the user's view is totally covered through digital data, what complicates the intuitive interaction with the virtual world enormously, or projection-based installations are used which are usually stationary. In our paper we focus on creating a low-cost, fully immersive and non-stationary Virtual Reality setup that allows the user to intuitively experience cultural heritage artifacts. For this purpose we explore and analyze recent devices such as the Oculus Rift HMD, the Microsoft Kinect and the Leap Motion controller.Item 3D Reconstruction of the Cave of the Great Pyramid from Video Footage(The Eurographics Association, 2013) Kawae, Yukinori; Yasumuro, Yoshihiro; Kanaya, Ichiroh; Chiba, Fumito; -Studies on the great pyramid of King Khufu (2509-2483 BCE '25) in Egypt are numerous, but only a few surveys, which are the basis of any hypotheses on the construction of a pyramid, have been conducted. In particular, since no observation of the core of the pyramid has been made, theories about the structure are still hypothetical. In 2013, a Japanese TV production company had the opportunity to climb the northeast corner of the pyramid to shoot a crevice that led to an open space (named ''cave'') inside the pyramid, located about 80m from the ground. The authors are fortunate to be allowed to use this video footage for academic research. We employed a ''structure from motion'' (SfM) technique using Microsoft Photosynth to reconstruct the 3D point cloud of the surface of the cave. Twenty minutes of footage was split into thirty thousand image frames, out of which we selected three hundred images shot using several smooth motions of the camera and used these for the SfM process. SfM tracks the ''feature points'' in the image sequence to estimate the camera motion and then triangulates these feature points to produce the point clouds. As a result, the static feature points from the overall surface of the cave were effectively collected and reconstructed as point clouds, whereas inconsistent points from a moving person are automatically eliminated through the SfM process. Thus we have produced, albeit in a small area, the first record of the actual structure of the great pyramid's core. The production of a 3D model from existing video footage is a rather new methodology in the field of archaeology. This set of techniques can be applied to not only academic investigation but also to the restoration and conservation of damaged heritage and artifacts.Item Digital exhibition as a bridge to the real collection(The Eurographics Association, 2013) Miyamae, Chisako; -Three-dimensional (3D) measurement techniques are essential in digital archives of cultural heritage, and museums currently use various digital media content as interpretations of collections. Therefore, the author has proposed a framework that can use a single source of reliable acquired 3D data for various purposes. The author made 3D measurements of artefacts from a collection in Tokyo National Museum and then reproduced these artefacts using data acquired in accordance with the framework. A digital exhibition using two different types of the reproductions was held at the museum, along with an exhibition of the real artefact. This digital exhibition demonstrated a performance using a virtual reality image manipulated by a human navigator combined with a hands-on experience of handling a replica. This paper evaluates the effectiveness of the project and the reproductions made from the acquired 3D data.Item On the 3D Documentation of the Igel Column Original and Copy. Structured 3D Survey and Analytical 3D Information System(The Eurographics Association, 2013) Schaich, Martin; Jahnke, Peter; Knechtel, Sebastian; Rahrig, Max; -The Igel Column, 23 m high, is one of the best known Roman column monuments in Germany and is part of the UNESCO World Heritage 'Roman Structures, Cathedral and Church of Our Lady' in Trier. The list also includes a faithfully reconstructed and colored one-to-one copy of the column monument from the early 20th century, which is located at the Rheinisches Landesmuseum Trier. Both original and copy are in danger of decay and require comprehensive restoration. Commissioned by the LBB Trier, ArcTron3D GmbH documented both monuments with combined terrestrial and airborne high-resolution 3D scanning technologies. Apart from terrestrial laser scanning and structured light scanning, SFM-photogrammetry was carried out from a lifting platform and a camera copter (MAV Micro Aerial Vehicle). The data fusion and processing resulted in photorealistic high-resolution 3D models. These models were managed and prepared in ArcTron3D's database-supported 3D information system aSPECT3D, which is able to handle large data amounts. For further use during the restoration process, the database allows systematic access to all project data, which was structured according to archaeological and restoration questions.Item Cultural heritage documentation using geomatic techniques; Case study: San Basilio s monastery(The Eurographics Association, 2013) Dominici, Donatella; Rosciano, Elisa; Alicandro, Maria; Elaiopoulos, Michail; Trigliozzi, Serena; Massimi, Vincenzo; -Each community, passing through its history and its collective memories, has the duty to conserve, identify and properly manage its own heritage that, unfortunately, is often susceptible to transformations due to time, anthropogenic factors or damages caused by natural phenomena. For this reason, heritage artifacts are being extensively documented in order to be maintained in the very best way and bestowed for the benefit of future generations. Geomatic techniques (total stations, GNSS receivers and laser scanners), when integrated among them in an appropriate surveying methodology, data management and processing, can provide dedicated methodologies able to detect and survey the particular characteristics of such complicated structures. In this way, 3D geometric models of the building can be created and enriched with a wide range of information, results of the combination between the visual potential of the images with the high accuracy of the geometric survey. Thus, the use of geomatics represents an interesting tool both for the visualization and the metric evaluation of the structure itself providing an efficient support for professionals and public bodies. The survey of the old monastery of San Basilio, a 16th century building in L'Aquila, central Italy, is presented in this paper.Item NICH Natural Interaction in the Cultural Heritage domain: a preparatory study on cross-cultural natural gestures(The Eurographics Association, 2013) Pescarin, Sofia; Pietroni, Eva; Wallergård, Mattias; Omar, Karim; Rescic, Leonardo; Rufa, Claudio; -Gesture-based interaction constitutes a new paradigm in human-machine interaction. The possibility to control a technical system with gestures on surfaces or in mid air makes it possible to design user interfaces that go beyond the WIMP paradigm (Windows Icons Menus and Pointers), the dominating interaction paradigm since the 1970's. After mainly having been of interest in the human-computer interaction and VR research communities, gesture-based interaction is now quickly becoming part of main-stream applications, thanks to low cost solutions such as Microsoft Kinect and Leap Motion Controller. Gesture-based interaction has proved useful for cultural heritage applications in, for example, a museum or a heritage site since this type of interaction removes the need for physical input devices that might be complicated to use or difficult to maintain. However, the application of gesture-based interaction in the heritage domain is still in an experimental phase. When asking a visitor to interact using gestures, we need to take into consideration what are natural gestures for him/her based on, for example nationality, and culture. Some VR projects using gesture-based interaction (Etruscanning, Giotto's "Rule Approval", Livia's Villa) and also some experiments for objects manipulation have been made by VHLab of CNR ITABC in the last three years. The team became aware about the potentialities and the limits of the actual technologies, the cognitive and perceptive reactions of the users, the need to organize cultural contents in a different way because cultural transmission is strongly influenced by this new paradigm of interaction. The good reaction of the public of museums shows how promising this perspective is and encourages us to go further, starting an extensive mapping of "natural" communication gestures to interact within VR applications. The paper investigates what is perceived as "natural" gestures in different co- ntries and cultures for controlling a computer application. It presents the ideas behind and preliminary data from an ongoing study that aims at exploring what is considered proper gestures for cultural heritage applications in three different countries: Sweden, Italy and Egypt.Item IFC and CityGML : going further than LOD(The Eurographics Association, 2013) Tolmer, Charles-Edouard; Castaing, Christophe; Diab, Youssef; Morand, Denis; -Modeling a built environment for any construction project or asset management is usually limited to a simple 3D visualization. Data and metadata related to modeled objects are not included sufficiently in the modeling, especially for infrastructures. In addition, the needs of the construction industry are constantly changing: we mainly retain in a lot of projects, concurrent engineering, life cycle analysis and the implementation of the European Directive INSPIRE. These changes in the design and building practices require large flows of information that cannot be left to self-organization. Furthermore, the information flow from the project to the built heritage is sequenced. Following these findings, we examined the existing data models for the construction trades such as CityGML and IFC. Both of these standards provide in principle to manage design, construction and operation of a project. Firstly, this paper shows the reason for which we believe that the approach by these two standards is not sufficient to structure information in urban and infrastructure projects, considering design but also long-term operation of built structures. In addition, we discuss the fact that IFC and CityGML data models respectively integrate Level Of Development and Level Of Detail which differ in their name and also in their content. We will explain our interpretation of these two kinds of levels. Finally, we discuss about adding other levels types which are needed to make the data model more structured and consistent to the various demands and needs that must respond, from the beginning of the project to the asset management.Item Moving Beyond Mobile Tours: Creating Hybrid Spaces through Narrative and Gameplay in the Museum Collection(The Eurographics Association, 2013) Goins, Elizabeth; Branham, Erin; Egert, Christopher; -This paper builds on emerging research that focuses on exploring the potential of mobile game applications to improve visitor experience in museums. Mobile applications have gained increased attention as a good technological solution for engaging museum visitors. This paper draws from the experience of Mosaic, a mobile game prototype for the i-OS platform designed to be audience tested with the Getty Villa's permanent collection, to present a design strategy that creates a hybrid space between game and museum. Mosaic attempts to create a hybrid space by blurring the line between museum and game world through integration of objects and spaces with story, user interface and game play.Item Web Visualization of Complex Reality-Based 3D Models with Nubes(The Eurographics Association, 2013) Palacios, Belen Jimenez Fernandez; Stefani, Chiara; Lombardo, Julie; Luca, Livio de; Remondino, Fabio; -This paper discusses the fundamental issues of the real-time web-based visualization of complex reality-based 3D models. As web platform, we use NUBES, an innovative and powerful tool for sharing and analyzing reality-based 3D models online. A new automatic procedure for the setting-up and the uploading of 3D complex scenes into NUBES is presented, including the optimization of the geometric and radiometric information for web visualization.Item Living Heritage A living lab for digital content production focused on cultural heritage.(The Eurographics Association, 2013) Felice, Giuliano De; -Only linking the most advanced technical solutions with creativity and innovative languages it is possible to realize communication products and strategies that can respect and boost the expressive potential of archaeology, and win the big challenge of interpretation, reconstruction and communication. Living Heritage is a project carried out by several enterprises specialized in digital content industry, in collaboration with the Digital Archaeology Lab (LAD) of University of Foggia and Regional Directorate for cultural Heritage of Apulia. The project aims to tool up a living lab that will set up and test a collaborative production methodology of digital content for archaeology and cultural heritage among technologies, languages and creativity. The co-design approach will be tested as a solution to improve the quality of communication, reaching results that should be at the same time scientifically correct and attractive.Item Revealing shape semantics from morphological similarities of a collection of architectural elements. The case study of the columns of Saint-Michel de Cuxa.(The Eurographics Association, 2013) Buglio, David Lo; Lardinois, Vanessa; Luca, Livio De; -Over the last three decades, the introduction of digital technologies in the field of architectural documentation has profoundly changed the tools and the acquisition techniques. Most of the developments concerns metrical and colorimetric characteristics of the objects studied. These developments, surrounding the practice of architectural survey, tend to respond primarily to the requirements of completeness. In this context, it seems necessary to assess the impact of these instruments on the cognitive value of architectural representation. With a strong technological presence, the study of the built heritage is facing a problem of "overload" of information. Indeed, it fails to strengthen the representation in its role as vehicle of knowledge. Confronted with the intelligibility deficit, this article propose an original approach for reading morphological features of an artifact by using a bottom-up approach: the meaning of the elements comes from the analysis of low-level geometric properties of a collection of instances related to the same theorical model. The idea is to rely on data accumulation in order to make emerge high-level semantic features from the comparative analysis of common low-level geometric features. The introduced principles are illustrated by the comparative analysis of 31 columns of the cloister of the abbey of Saint-Michel Cuxa, aimed to identify a common semantic layout.Item ArtifactVis2: Managing real-time archaeological data in immersive 3D environments(The Eurographics Association, 2013) Smith, Neil; Knabb, Kyle; Defanti, Connor; Weber, Philip; Schulze, Jurgen; Prudhomme, Andrew; Kuester, Falko; Levy, Thomas; Defanti, Thomas; -In this paper, we present a stereoscopic research and training environment for archaeologists called ArtifactVis2. This application enables the management and visualization of diverse types of cultural datasets within a collaborative virtual 3D system. The archaeologist is fully immersed in a large-scale visualization of on-going excavations. Massive 3D datasets are seamlessly rendered in real-time with field recorded GIS data, 3D artifact scans and digital photography. Dynamic content can be visualized and cultural analytics can be performed on archaeological datasets collected through a rigorous digital archaeological methodology. The virtual collaborative environment provides a menu driven query system and the ability to annotate, markup, measure, and manipulate any of the datasets. These features enable researchers to re-experience and analyze the minute details of an archaeological site's excavation. It enhances their visual capacity to recognize deep patterns and structures and perceive changes and reoccurrences. As a complement and development from previous work in the field of 3D immersive archaeological environments, ArtifactVis2 provides a GIS based immersive environment that taps directly into archaeological datasets to investigate cultural and historical issues of ancient societies and cultural heritage in ways not possible before.Item 3D documentation and monitoring of the experimental cleaning operations in the underwater archaeological site of Baia (Italy)(The Eurographics Association, 2013) Bruno, Fabio; Gallo, Alessandro; Filippo, Francesco De; Muzzupappa, Maurizio; Davidde, Barbara; Caputo, Paolo; -The CoMAS project aims to develop new methodologies and tools for the restoration and conservation of submerged archaeological artefacts. One of the project goals is to study the cleaning operations that are intended to remove the living organisms (algae, sponges, molluscs, etc.). These organisms cause severe deteriorations of the artefacts and their removal is crucial for the subsequent phases of consolidation and protection. In particular, the Unit of Underwater Archaeology of the Istituto Superiore per la Conservazione ed il Restauro is experimenting and comparing different cleaning techniques and tools developed in the context of the CoMAS project. This comparison requires also a precise documentation of the test cases and a quantitative measurement of the effectiveness of the cleaning procedures. This paper describes the process that has been defined in order to document and monitor the results obtained through different cleaning experiments, conducted with different tools and utensils over various types of surfaces (marble, bricks, mortar, etc.) affected by several types of biological colonization. The process includes: 1) the 3D mapping of the experimental site; 2) the planning of the tests and the choice of the areas to be cleaned; 3) the 3D reconstruction of the selected areas; 4) the execution of cleaning operations; 5) the 3D acquisition of the cleaned areas; 6) the comparison of the 3D model of the areas before and after the cleaning; 7) the analysis of the data about the cleaning effectiveness. This process has been implemented during an experimentation carried out in the ''Villa dei Pisoni'', located within the underwater archaeological site of Baia near Naples.Item Faithful, Compact and Complete Digitization of Cultural Heritage using a Full-Spherical Scanner(The Eurographics Association, 2013) Nöll, Tobias; Köhler, Johannes; Reis, Gerd; Stricker, Didier; -Effective documentation and display of ancient objects is an essential task in the field of cultural heritage conservation. Digitization plays an important role for the process of creating, preserving and accessing objects in digital space. Up to the present day, industrial scanners are used for this task that focus mainly on the detailed reconstruction of the object's geometry only. However, important for a faithful digital presentation of the object is in particular the appearance information, i.e. a description of the used materials and how they interact with incident light. Using the worlds first full-spherical scanner, we propose a user friendly reconstruction process that is specifically tailored to the needs for digitizing and representing cultural heritage artifacts. More precisely, our hardware specifically addresses the problem that invaluable or fragile artifacts may not be turned over during acquisition. Nevertheless, we can digitize the object completely including its bottom. Further, by integrating appearance information into our digitization we achieve a far more faithful digital replica with a quality comparable to a real picture of the object. But in contrast to a static picture, our representation allows to interactively change the viewing and lighting directions freely. In addition, the results are very memory efficient, consuming only several MB per scanned object and hence are suited to be accessed and visualized interactively in a web browser. In cooperation with museums and a private collector, we digitized several cultural heritage artifacts in order to demonstrate the feasibility of the proposed process.Item V-embodiment for Cultural Heritage(The Eurographics Association, 2013) Flynn, Bernadette; -The paper argues that there is a need to consider sentient engagement in the digital expressions of cultural heritage. Focusing on full body 'natural interaction' the presentation looks at strategies for a phenomenological framework through the design for an embodied motion-sensing environment and analysis of a particular case study of Neolithic era sites and artefacts. The exchange between virtuality and embodiment, immersion and performativity is examined in particular how movement and kinaesthetic engagement can enhance embodied presence and forms of somatic knowledge. Models are proposed that represent phenomenological value for an emergent somatic heritage.Item ATHENA: Automatic Text Height ExtractioN for the Analysis of old handwritten manuscripts(The Eurographics Association, 2013) Pintus, Ruggero; Yang, Ying; Rushmeier, Holly; -A massive digital acquisition of huge sets of deteriorating historical documents is mandatory due to their value and delicacy. The study and the browsing of such digital libraries is becoming crucial for scholars in the Cultural Heritage field, but it requires automatic tools for analyzing and indexing those dataset items. We present here a layout analysis method to perform automatic text height estimation, without the need of any kind of manual intervention and user defined parameters. It proves to be a robust technique in the case of very noisy and damaged handwritten manuscripts. The effectiveness of the method is demonstrated on a huge heterogeneous corpus of medieval manuscripts, with different writing styles, and affected by other uncontrollable factors, such as ink bleed-through, background noise, and overtyping text lines.Item Patterning Culture: Developing a system for the visual notation of greetings(The Eurographics Association, 2013) Shortt, Marie Therese; -My research explores how the human interaction of greeting can be analysed through a digital graphic visualisation process to reveal nonverbal dimensions such as personal space, touch and other movement patterns. Previous systems of visualization devised by anthropologists for the study of greetings have stopped short of using contemporary digital technology. I aim to show how the use of digital techniques such as stop motion video, vector animation and interactive programming in the documentation and analysis of human greetings can advance our understanding of culturally patterned behaviour. Such visual and interactive explanations of greetings also open up the possibility of historical preservation and mapping of cultural greetings and, potentially, other forms of human interaction.