VAST06: The 7th International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage

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Haptic Navigation and Exploration of High Quality Pre-rendered Environments

Laycock, Robert George
Laycock, Stephen David
Day, Andy M.

Restoration of Color in Noh Masks Based on Retinex Algorithm

Yin, Xin
Miichi, Yasuo
Tanaka, Hiromi T.

Mosaic Rendering using Colored Paper

Gi, Yong Jea
Park, Young Sup
Seo, Sang Hyun
Yoon, Kyoung Hyun

Real-time Animation of Various Flame Shapes

Bridault, Flavien
Rousselle, François
Renaud, Christophe
Leblond, Michel

Multi-Resolution Digital 3D Imaging System Applied to the Recording of Grotto Sites: the Case of the Grotta dei Cervi

Beraldin, J.-Angelo
Blais, Francois
Cournoyer, Luc
Picard, Michel
Gamache, Daniel
Valzano, Virginia
Bandiera, Adriana
Gorgoglione, M. A.

Towards a Photogrammetry and Virtual Reality Based Heritage Information System: A Case Study of Shawbak Castle in Jordan

Drap, Pierre
Durand, Anne
Nedir, Malika
Seinturier, Julien
Papini, Odile
Boucault, Florian
Chapman, Paul
Viant, Warren
Vannini, Guido
Nuccioti, Michele

Co-registration of Photogrammetric and Laser Scanner Data for Generation of 3D Visual Models

Al-Manasir, Khalil
Fraser, Clive S.

Terrestrial Laser Scanner and High-Resolution Camera Registration through Single Image-Based Modeling

Aguilera, Diego Gonzalez
Lahoz, Javier Gomez

Interactive Mobile Assistants for Added-value Cultural Contents

Linaza, Maria Teresa
García, Ander
Susperregui, Ana
Lamsfus, Carlos

Educative Visuals - Digital Delivery of Architectural Information for (potential) Heritage Buildings

Kwee, Verdy
Radford, Antony
Bruton, Dean

Geographical Presentation of Virtual Museum Exhibitions

Stawniak, Miroslaw
Walczak, Krzysztof

WWW-Based Building Information System for "Domus Severiana" Palace at Palatine in Rome by Open Source Software

Heine, Katja
Brasse, Christiane
Wulf, Ulrike

Deconstructing the VR - Data Transparency, Quantified Uncertainty and Reliability of 3D Models

Hermon, Sorin
Nikodem, Joanna
Perlingieri, Cinzia

ICT Investment Considerations and their Influence on the Socio-Economic Impact of Heritage Sites

McLoughlin, Jim
Kaminski, Jaime
Sodagar, Babak

Watermarking and Digital Rights Management - A Pilot DRM System Implementation and Technical Guidelines to Cultural Digitization Projects

Tsolis, Dimitrios K.
Nikolopoulos, Spiridon N.
Karatzas, Emmanouil G.
Sioutas, Spiridon A.
Hondrou, E. A.
Mouriki, A. I.
Georgiadou, A. A.
Papatheodorou, Theodore S.

Digital Terrain Modelling for Archaeological Interpretation within Forested Areas using Full-Waveform Laserscanning

Doneus, Michael
Briese, C.

Procedural 3D Reconstruction of Puuc Buildings in Xkipché

Müller, Pascal
Vereenooghe, Tijl
Wonka, Peter
Paap, Iken
Gool, Luc Van

A Concept for the Separation of Foreground/ Background in Arabic Historical Manuscripts using Hybrid Methods

Boussellaa, Wafa
Abed, Haikal El
Zahour, A.

Multi-Spectral Laser Scanning for Inspection of Building Surfaces - State of the Art and Future Concepts

Wehr, Aloysius
Hemmleb, Matthias
Maierhofer, Chr.

Combining Laser Scanning and Photogrammetry - A Hybrid Approach for Heritage Documentation

Haala, Norbert
Alshawabkeh, Yahya

Automatic Registration and Calibration for Efficient Surface Light Field Acquisition

Larue, Frédéric
Dischler, Jean-Michel

New Reflection Transformation Imaging Methods for Rock Art and Multiple-Viewpoint Display

Mudge, Mark
Malzbender, Tom
Schroer, Carla
Lum, Marlin

High Quality PTM Acquisition: Reflection Transformation Imaging for Large Objects

Dellepiane, Matteo
Corsini, Massimiliano
Callieri, Marco
Scopigno, Roberto

Current Practice in Digital Imaging in UK Archaeology

Chuter, Alice
Devlin, Kate

An Ontology for 3D Cultural Objects

Niccolucci, Franco
D'Andrea, Andrea

Evaluating the Social Context of ICT Applications in Museum Exhibitions

Tost, Laia Pujol
Economou, Maria

Ontological Modelling for Archaeological Data

D'Andrea, Andrea
Marchese, Giulia
Zoppi, Tommaso

Reflecting on the Creation of an Authentic Aural Experience in the Digital Songlines Game Engine: Part of a Contextualised Cultural Heritage Knowledge Toolkit

Gibbons, C.
Wyeld, Theodor G.
Leavy, B.
Hills, J.

Destroying Cultural Heritage: Technical, Emotional and Exhibition Aspects in Simulating Earthquake Effects on a Gothic Cathedral

Chittaro, Luca
Ranon, Roberto
Corvaglia, Demis

The backstage of Byblos' Roman theatre: New Digital Devices using Information and Communications Technology (ICT)

Paoli, Giovanni De
El-Khoury, Nada

A Parametric Exploration of the Lighting Method of the Hagia Sophia Dome

Jabi, Wassim
Potamianos, Iakovos

On the Digital Reconstruction and Interactive Presentation of Heritage Sites through Time

El-Hakim, Sabry F.
MacDonald, George
Lapointe, Jean-François
Gonzo, Lorenzo
Jemtrud, Michael


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Recent Submissions

Now showing 1 - 32 of 32
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    Haptic Navigation and Exploration of High Quality Pre-rendered Environments
    (The Eurographics Association, 2006) Laycock, Robert George; Laycock, Stephen David; Day, Andy M.; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    Visualising in real-time high quality virtual environments, which are suitable for cultural heritage and virtual tourism, is often a challenging endeavour. This is primarily, due to the cost of rendering complex architectural structures. Incorporating the sense of touch into real time environments enhances a user's experience, leading towards a higher level of immersion. However, the confining requirement of the haptic feedback loop to cycle at 1000Hz has led to many applications employing lower quality scenes. In this paper a technique is presented which permits high quality pre-rendered animations of dynamic environments to be both visualised and navigated at high interactive rates. In particular, the approach provides the user with the ability to touch the content of the animations and to freely orientate themselves in any direction, leading to haptically aware movies. Consequently, this permits an exploration of an otherwise prohibitively complex scene consisting of large volumes of geometry and texture maps, combined with realistic lighting models. This component is illustrated within a virtual tour framework enabling users to navigate semi-prescribed routes using haptic feedback both in a spatial and temporal context.
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    Restoration of Color in Noh Masks Based on Retinex Algorithm
    (The Eurographics Association, 2006) Yin, Xin; Miichi, Yasuo; Tanaka, Hiromi T.; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    Noh is a famous traditional Japanese dramatic art. The restoration of ancient Noh masks is an important aspect of the preservation of cultural heritage. In this paper, we developed a technique based on Retinex algorithm and it can be applied to restore the color of 3D objects such as the Noh mask. The Retinex algorithm simulates the ability of human eye and can adjust the color of the 2D image. To apply the Retinex algorithm on the 3D surface, the shape of the object is taken into account. The original color of the target points can be got by reference to the color of the surrounding points sampled according to a uniform route. The effectiveness of this technique is demonstrated by the implementation results. This technique can be used to infer the color of other 3D objects also.
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    Mosaic Rendering using Colored Paper
    (The Eurographics Association, 2006) Gi, Yong Jea; Park, Young Sup; Seo, Sang Hyun; Yoon, Kyoung Hyun; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    This paper proposes a new method of simulating colored paper mosaic using computer graphics technologies. This new method focuses on two problems that need to be taken care of in order to simulate colored paper mosaic. The first one is tile generation and the other one is tile arrangement. To get similar result in real art work, we create colored paper object with simple structure. Then, we generate torn colored paper tile by applying voronoi diagram and others to colored paper object. At last, we come up with result images by arranging torn colored paper tile appropriately according to energy function.
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    Real-time Animation of Various Flame Shapes
    (The Eurographics Association, 2006) Bridault, Flavien; Rousselle, François; Renaud, Christophe; Leblond, Michel; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    Working on the computer reconstruction of the Gallo-Roman forum of Bavay, we try to improve the feeling of immersion in the virtual environment. One way to achieve this is to provide realistic and dynamic light sources. In this context, we need to model candles, oil lamps, torches or bonfires. We propose in this paper a model that can handle complex flames in real-time and manage interactivity. The fire is considered as a set of linear flames whose shapes are defined by the geometry of the combustible and the fuel distribution. Each individual flame is represented by a textured NURBS surface. Then, combining several real-time effects such as glow and true transparency, we are able to make the NURBS surfaces merge in a convincing way, and to give the impression of a real fire.
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    Multi-Resolution Digital 3D Imaging System Applied to the Recording of Grotto Sites: the Case of the Grotta dei Cervi
    (The Eurographics Association, 2006) Beraldin, J.-Angelo; Blais, Francois; Cournoyer, Luc; Picard, Michel; Gamache, Daniel; Valzano, Virginia; Bandiera, Adriana; Gorgoglione, M. A.; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    The Grotta dei Cervi is a complex and fragile Neolithic cave where human presence left a large number of unique pictographs and petroglyphs. Detailed documentation necessitates recording it at different levels of details or spatial resolutions. A general approach would entail a combination of 3D data from different 3D sensors and information from different sources in order to meet set resolution targets. We used a prototype multi-resolution 3D laser imaging scanner that allowed acquiring the shape information of the three main chambers with a spatial resolution that improves with shorter standoffs. The system can record 3D data at a camera-to-object distance which ranges from 0.5 m to 10 m. At a standoff of 0.75 m, it provides a depth uncertainty of 0.08 mm and an optical lateral resolution of 0.2 mm on actual rock surfaces. This paper presents the project and the results obtained. The 10-day long visit into the Grotto generated more that 100 GB of 2D and 3D data that requires the development of new tools for modelling and managing the archive.
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    Towards a Photogrammetry and Virtual Reality Based Heritage Information System: A Case Study of Shawbak Castle in Jordan
    (The Eurographics Association, 2006) Drap, Pierre; Durand, Anne; Nedir, Malika; Seinturier, Julien; Papini, Odile; Boucault, Florian; Chapman, Paul; Viant, Warren; Vannini, Guido; Nuccioti, Michele; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    The paper presents an interdisciplinary project which is the first step towards a 3D Geographical Information System (GIS) dedicated to Cultural Heritage with a specific focus application on the Castle of Shawbak, also known as the "Crac de Montréal" in Jordan. Current 3D GIS already provide support for urban models on a city scale. Our project however focuses on a building scale encompassing its atomic elements such as ashlars blocks, cement, stratigraphic unit and architectonic elements. At this scale we need a full 3D interface in order to manage accurate measurements and a mainly heterogeneous archaeological documentation. The project is conducted by four laboratories: the MAP-GAMSAU located in the school of Architecture of Marseilles, France in charge of the photogrammetric survey phase; The LSIS laboratory, France, will be in charge of the knowledge based approach; SimVis from The Department of Computer Science, University of Hull, UK, for the virtual reality aspect and of course the "Dipartimento di Studi storici e Geografici" from the University of Florence, Italy, in charge of the archaeological part. To manage these archaeological data the project is divided into three phases: The survey phase: using a knowledge based photogrammetric tool, Arpenteur (http://www.arpenteur.net), the photogrammetric campaign ensures a survey founded on archaeological knowledge and directly linked with a database built by archaeologists. The objective here is to link an already existing archaeological database with a photogrammetric tool in order to simplify the photogrammetric process. Our goal here is to offer to the archaeology community a new tool for surveying where technical photogrammetric aspects are more or less hidden from the surveyor. The second phase is the use of the knowledge base to ensure data consistency through a complex and multi-user survey phase. Based on data fusion coming from different sources, this phase will ensure a reversible way to merge several partial surveys exploiting the complementarities between sources, solving different existing conflicts and reducing the possible redundancies. This fusion process deals with archaeological information as well as spatial information. Finally we need a high resolution interface between the final geometry and the archaeological database. Virtual reality using interactive immersive devices and specially designed software tools is an efficient method for revisiting the site and for analysing, updating and revising knowledge. This project described in this paper is work in progress. After three photogrammetric campaigns in Jordan the first results are available on the project web site: http://www.shawbak.net
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    Co-registration of Photogrammetric and Laser Scanner Data for Generation of 3D Visual Models
    (The Eurographics Association, 2006) Al-Manasir, Khalil; Fraser, Clive S.; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    Nowadays, most terrestrial laser scanner (TLS) systems provide the facility of mounting a digital camera on the laser scanner. This not only facilitates a means to generate better quality photorealistically textured 3D models from TLS point clouds; it also offers the opportunity of using photogrammetric orientation techniques to complement existing methods of TLS point cloud registration. This paper describes an approach whereby a registration procedure based upon photogrammetric means is employed as the first step in integrating TLS data and imagery for the generation of textured 3D models. The approach, called image-based registration (IBR), entails an estimation of transformation parameters between the individual scan data and between digital imagery using photogrammetric bundle adjustment. Once both TLS and photogrammetric data are registered in the same coordinate system, the process of forming a segmented structured surface model and its associated triangular mesh are carried out. Photogrammetrically derived constraints are used to convert the unstructured, registered laser scanner model to a structured model. Finally, texture mapping takes place via the rectification of image patches from the integrated images used in the IBR process onto individual surface elements. Test results obtained with the proposed approach are presented to highlight its practicability and accuracy.
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    Terrestrial Laser Scanner and High-Resolution Camera Registration through Single Image-Based Modeling
    (The Eurographics Association, 2006) Aguilera, Diego Gonzalez; Lahoz, Javier Gomez; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    This paper deals with an important topic: the automatic co-registration of terrestrial laser scanner data and high-resolution digital images. Our approach harnesses the power of a single image-based modeling method developed focusing on obtaining a spatial dimensional analysis from a single image. Particularly, the problem of image registration is solved automatically through a camera calibration method which takes 2D and 3D points correspondences as input data based on a search of spatial invariants: two distances and one angle.
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    Interactive Mobile Assistants for Added-value Cultural Contents
    (The Eurographics Association, 2006) Linaza, Maria Teresa; García, Ander; Susperregui, Ana; Lamsfus, Carlos; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    Multimedia technologies provide new opportunities for museums to enhance their visitors experience. However, its use brings new challenges for presentation preparation, among which are how to enrich the visit while not diverting the visitors attention from the actual objects in the museum, which should remain the focus of the visit; and how to provide a rich information space suitable for a wide variety of visitors. These challenges need to be addressed during planning and preparation of information presentations for mobile, multimedia museum visitors guides. This paper describes the design and implementation of the AMICo prototype to an exhibition room for visitors who are equipped with wirelessly connected handheld devices. The prototype has been implemented on an exhibition showing a set of architectural scale models from the famous Spanish architect Rafael Moneo hold in the Kubo exhibition centre of the Kutxa Foundation in Donostia-San Sebastian during September and October 2005. The architectural scale models were augmented with information in the form of multimedia content. Users were able to access those contents in a personalized way when in the proximity of the artwork.
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    Educative Visuals - Digital Delivery of Architectural Information for (potential) Heritage Buildings
    (The Eurographics Association, 2006) Kwee, Verdy; Radford, Antony; Bruton, Dean; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    The paper proposes models that address current issues and considerations at several key levels relating to treatment of architectural information, its presentation and delivery methods specific to architecture education requirements. It investigates fundamental digital communication strategies for the understanding of architectural work of heritage or potential heritage values, highlighting how digital simulations in particular could complement other media like texts, drawings and photographs to facilitate an understanding of design. It proposes dynamic visual layering system of information and information types relating to site, construction, materials, textures, design philosophy, etc, while also taking into account feedback from the intended audience. The architectural work featured as an example is of high potential heritage value - an area of special interest in the context of a country with a relatively short architectural history as Australia. The information depicted in the model has a role to supplement a site visit or to communicate independently to the much larger audience who are unable to visit the site. Although the paper does not insist on definite or final prescriptive techniques for the delivery of architectural information of heritage or potential heritage values, it suggests a possibility of standardisation in this area with features and considerations that need to be firstly addressed.
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    Geographical Presentation of Virtual Museum Exhibitions
    (The Eurographics Association, 2006) Stawniak, Miroslaw; Walczak, Krzysztof; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    In this paper we present a system, called GeoARCO, which enables presentation of virtual museum exhibitions in a geographical context. The system is partially based on the results of the European project ARCO Augmented Representation of Cultural Objects, which has developed technology for museums enabling them to create and manage virtual museum exhibitions for use in interactive kiosk displays and on the Web. GeoARCO uses the Google Earth platform to enable presentation of digital artefacts as well as complete cultural heritage exhibitions on top of the 3D globe model. Users can browse and search available exhibitions, display current location of objects as well as historical data about the objects, such as the place where the objects were made or discovered. A user can also display detailed 3D models of artefacts, reconstructed sites or entire virtual exhibitions. The system cooperates with multiple ARCO databases run by different museums.
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    WWW-Based Building Information System for "Domus Severiana" Palace at Palatine in Rome by Open Source Software
    (The Eurographics Association, 2006) Heine, Katja; Brasse, Christiane; Wulf, Ulrike; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    The aim of this research project is the digital documentation of the "Domus Severiana" Palace at Palatine in Rome through the integration of geometrical 3D- and non-geometrical information. The great density of information requires an efficient concept of data storage and management and an adequate means of presentation of high quality. The decision was made to develop a www-based information system based mainly on open source software modules. Linux, Apache, MySQL and PHP as well as VRML-data format as open source components, were used for the information system; only the construction of the 3D-geometrical model was realized by means of commercial software. The 3D-model shows the different construction phases and depicts the reconstruction ideas at the respective different construction phases. Above all the 3D-model is the basis of joining the building information system to other sources of information, available in databases: the digital "Raumbuch", which contains all non-geometric information about the several rooms, archives of plans, drawings and photos, catalogues of the devices, brick stamps and constructions, as well as keys to literature and archives. The data storage, management and analysis are the central tasks of the project; realistic visualisation is secondary.
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    Deconstructing the VR - Data Transparency, Quantified Uncertainty and Reliability of 3D Models
    (The Eurographics Association, 2006) Hermon, Sorin; Nikodem, Joanna; Perlingieri, Cinzia; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    The paper discusses two key concepts required for the use of Virtual Reality and 3D modelling as a research tool for the humanities: data transparency -what is the type and nature of the archaeological/historical/ethnographical material on which the 3D model is based, and reliability - how the user can scientifically analyse the model. In this article, we will presenta solution to these issues based on concepts deriving from fuzzy logic and fuzzy sets. Taking into consideration the "real nature " of humanities data, more often fuzzy than crisp, a different logic (fuzzy logic) should be applied when attempting to reconstruct a past reality. This will enable a quantifiable visualization of possible scenarios, otherwise discarded in traditional representations. Each scenario is accompanied with a "reliability index", estimated by the researcher according to his/her certainty on the existence of the modelled part and the "importance" of each component of the model. This approach will allow the user to reconstruct the "cognitive process" and the step-by-step "decision making" of the researcher that built the 3D model, and to open the model to a scientific analysis from a humanities point of view.
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    ICT Investment Considerations and their Influence on the Socio-Economic Impact of Heritage Sites
    (The Eurographics Association, 2006) McLoughlin, Jim; Kaminski, Jaime; Sodagar, Babak; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    The following methodological model can be used as a platform for the study of the impact of information and communications technologies (ICT) at cultural heritage sites. The model has been developed through extensive, in-depth interviews with curators, directors and stakeholders at many cultural heritage sites across Europe. The underling strength of this model is its versatility. Although the model is oriented towards the investment in, and deployment of, ICT at heritage sites it is fundamentally about understanding the process of investment and so could be modified for many investment decisions.
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    Watermarking and Digital Rights Management - A Pilot DRM System Implementation and Technical Guidelines to Cultural Digitization Projects
    (The Eurographics Association, 2006) Tsolis, Dimitrios K.; Nikolopoulos, Spiridon N.; Karatzas, Emmanouil G.; Sioutas, Spiridon A.; Hondrou, E. A.; Mouriki, A. I.; Georgiadou, A. A.; Papatheodorou, Theodore S.; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    The issue addressed in this paper is at first a brief presentation of the Technical Guidelines for IPR protection and management applied to Greek cultural digitization projects. Secondly, the work focuses on the analysis and implementation of a typical Digital Rights Management System for organizations and projects aiming at the digitization and exploitation of cultural content. Both Technical Guidelines and the DRMS are setting a solid framework for providing answers to a crucial and complex issue, the issue of the protection and management of intellectual property rights for analog and digital content.
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    Digital Terrain Modelling for Archaeological Interpretation within Forested Areas using Full-Waveform Laserscanning
    (The Eurographics Association, 2006) Doneus, Michael; Briese, C.; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    The identification of sites within forested areas is one of the remaining unresolved issues for archaeological prospection. Airborne laser scanning can be a solution to this problem: due to the capability of penetrating forest to a certain degree (depending on the vegetation density) the determination of the terrain surface is even possible in wooded areas. To be able to identify archaeological structures, archaeologists have to interpret the resulting topographical data of a filtered ALS scan. This does not pose major problems with large structures. Smaller features, however, are much more difficult to identify, because their appearance in an ALS point cloud is very similar to natural and recent features, as for example dense brushwood, or piles of twigs or wood. Therefore, to eliminate potential sources of error, a high quality separation of terrain and off-terrain points is essential for archaeological interpretation while maintaining a high point density of the ALS data. Using conventional ALS systems, the possibilities to classify terrain and off-terrain points are limited and the results - especially in forested areas with dense understorey - are far from ideal for archaeological purposes. This paper will demonstrate how the new generation of full-waveform ALS systems can be used to get a much better classification of solid ground and vegetation cover and consequently DTMs, which can be interpreted archaeologically with much more confidence.
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    Procedural 3D Reconstruction of Puuc Buildings in Xkipché
    (The Eurographics Association, 2006) Müller, Pascal; Vereenooghe, Tijl; Wonka, Peter; Paap, Iken; Gool, Luc Van; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    This paper examines how architectural shape grammars can be used to procedurally generate 3D reconstructions of an archaeological site. The Puuc-style buildings found in Xkipché, Mexico, were used as a test-case. We first introduce the ancient Mayan site of Xkipché and give an overview of the building types as distinguished by the archaeologists, based on excavations and surveys of the building remains at the surface. Secondly, we outline the elements of the building design that are characteristic of the Puuc architecture. For the creation of the actual building geometries, we further determine the shape grammar rules for the different architectural parts. The modeling system can then be used to reconstruct the whole site based on various GIS (Geographical Information Systems) data given as input, such as building footprints, architectural information, and elevation. The results demonstrate that our modeling system is, in contrast to traditional 3D modeling, able to efficiently construct a large number of high quality geometric models at low cost.
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    A Concept for the Separation of Foreground/ Background in Arabic Historical Manuscripts using Hybrid Methods
    (The Eurographics Association, 2006) Boussellaa, Wafa; Abed, Haikal El; Zahour, A.; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    This paper presents a new color document image segmentation system suitable for historical Arabic manuscripts. Our system is composed of a hybrid method which couple together background light intensity normalization algorithm and k-means clustering with maximum likelihood (ML) estimation, for foreground/ background separation. Firstly, the background normalization algorithm performs separation between foreground and background. This foreground is used in later steps. Secondly, our algorithm proceeds on luminance and distort the contrast. These distortions are corrected with a gamma correction and contrast adjustment. Finally, the new enhanced foreground image is segmented to foreground/background on the basis of ML estimation. The initial parameters for the ML method are estimated by k-means clustering algorithm. The segmented image is used to produce a final restored document image. The techniques are tested on a set of Arabic historical manuscripts documents from the National Tunisian Library. The performance of the algorithm is demonstrated on by real color manuscripts distorted with show-through effects, uneven background color and localized spot.
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    Multi-Spectral Laser Scanning for Inspection of Building Surfaces - State of the Art and Future Concepts
    (The Eurographics Association, 2006) Wehr, Aloysius; Hemmleb, Matthias; Maierhofer, Chr.; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    The Federal Institute for Materials Research and Testing (BAM) developed a multi-spectral laser scanner to demonstrate the advantages of such systems for the inspection of building surfaces. It is shown that damage of building surfaces, caused by enhanced moisture content and/or vegetation, can be recorded automatically with a high signal-to-noise ratio by using four continuous wave semiconductor lasers at different wavelengths for the defined illumination of the object surface. It is worked out that the damaged areas can be identified by applying commercial multi-spectral image processing software. Finally a concept is presented to improve the overall performance of the system with regard to sampling speed and sensitivity. Here the cw lasers are modulated by sinusoidal signals of different frequencies and the intensity of the backscattered laser light is detected by synchronous demodulation. Furthermore, these structured signals can be used for slant range measurements. Knowing the slant for each pixel, three dimensional multi-spectral images are obtained
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    Combining Laser Scanning and Photogrammetry - A Hybrid Approach for Heritage Documentation
    (The Eurographics Association, 2006) Haala, Norbert; Alshawabkeh, Yahya; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    High quality 3D models of cultural heritage sites can be generated efficiently by laser scanning, which allows the accurate and dense measurement of surface geometry. In addition to the geometric data collection, texture mapping based on additionally collected digital imagery is particular important for this type of application. This requires a combined processing of range and image data sets. For this purpose, they have to be registered or aligned by a suitable transformation to a common reference coordinate system. The involved transformation parameters can be determined based on corresponding elements to be extracted from the different data sets. In the paper an efficient edge detection algorithm is presented, which allows for the automatic segmentation of such primitives even in complex scenes. In order to achieve a high quality 3D photo-realistic mode,l this alignment process has to be followed by an automatic texture mapping, which is discussed in the second part of the paper. The presented algorithms are demonstrated in the framework of a project aiming at the generation of a 3D virtual model of the Al-Khasneh, a well-known monument in Petra, and a Roman Theatre in ancient Jerash city, Jordan.
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    Automatic Registration and Calibration for Efficient Surface Light Field Acquisition
    (The Eurographics Association, 2006) Larue, Frédéric; Dischler, Jean-Michel; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    This paper presents a novel protocol for the acquisition of surface light fields which is designed to deal with delicate objects that might not be touched or moved. This constraint is particularly important when art pieces are involved. Our protocol enables the automatic reconstruction of a model from many range images and the automatic registration of many pictures with the acquired geometry. A structured light pattern is first used to project a parameterization over the analyzed surface. Each surface point hit by this parameterization is uniquely identified, independently of the chosen viewpoint, and the problem of finding point-point and point-pixel correspondences is then immediately solved. These correspondences are finally used to perform the registrations and camera calibrations that provide the data to be used by a surface light field renderer.
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    New Reflection Transformation Imaging Methods for Rock Art and Multiple-Viewpoint Display
    (The Eurographics Association, 2006) Mudge, Mark; Malzbender, Tom; Schroer, Carla; Lum, Marlin; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    We offer two new methods of documenting and communicating cultural heritage information using Reflection Transformation Imaging (RTI). One imaging method is able to acquire Polynomial Texture Maps (PTMs) of 3D rock art possessing a large range of sizes, shapes, and environmental contexts. Unlike existing PTM capture methods requiring known light source positions, we rely on the user to position a handheld light source, and recover the lighting direction from the specular highlights produced on a black sphere included in the field of view captured by the camera. The acquisition method is simple, fast, very low cost, and easy to learn. A complementary method of integrating digital RTI representations of subjects from multiple viewpoints is also presented. It permits RTI examination in the round in a unified, interactive, image-based representation. Collaborative tests between Cultural Heritage Imaging, Hewlett- Packard Labs, and the UNESCO Prehistoric Rock-Art Sites in the Côa Valley, a World Heritage Site in Portugal, suggest this approach will be very beneficial when applied to paleolithic petroglyphs of various sizes, both in the field and in the laboratory. These benefits over current standards of best practice can be generalized to a broad range of cultural heritage material.
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    High Quality PTM Acquisition: Reflection Transformation Imaging for Large Objects
    (The Eurographics Association, 2006) Dellepiane, Matteo; Corsini, Massimiliano; Callieri, Marco; Scopigno, Roberto; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    Reflection Transformation Imaging has proved to be a powerful method to acquire and represent the 3D reflectance properties of an object, displaying them as a 2D image. Recently, Polynomial Texture Maps (PTM), which are relightable images created from a set of photos of the object taken under several different lighting conditions, have been used in Cultural Heritage field to document and virtually inspect several sets of small objects, such as cuneiform tablets and coins. In this paper we explore the possibility of producing high quality PTM of medium or large size objects. The aim is to analyze the acquisition pipeline, resolving all the issues related to the size of the object, and the conditions of acquisition. We will discuss issues regarding acquisition planning and data gathering. We also present a new tool to interactively browse high resolution PTMs. Moreover, we perform some quality assessment considerations, in order to study the degradation of quality of the PTMs respect to the number and position of lights used to acquire the PTM. The results of our acquisition system are presented with some examples of PTMs of large artifacts like a sarcophagus of 2.4 × 1 m size. PTM can be a good alternative to 3D scanning for capturing and representing certain class of objects, like bas-relieves, having lower costs in terms of acquisition equipment and data processing time.
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    Current Practice in Digital Imaging in UK Archaeology
    (The Eurographics Association, 2006) Chuter, Alice; Devlin, Kate; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    The field of archaeology relies heavily on photography as a way of recording information about sites and artefacts. It is therefore essential that we can have confidence in the photographic record, as any changes over time can result in information being lost forever. In the past five years digital imaging has become a potential alternative to traditional film photography. However, this has great implications, as both methods have very different advantages and disadvantages. Most notably, if the rise in digital photography in the heritage sector mirrors that of current public trends, there is a danger that digital preservation issues could be neglected. We undertook a survey of photographic practice among archaeologists in the UK in order to gain an insight into the prominence of digital photography for recording our past. This paper presents and analyses our results.
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    An Ontology for 3D Cultural Objects
    (The Eurographics Association, 2006) Niccolucci, Franco; D'Andrea, Andrea; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    3D cultural objects are digital 3D replicas of objects having a cultural value, as models of artefacts, reconstructions of buildings, sites and landscapes. As such, they have a twofold nature, and inherit properties both from their digital nature, like the shape and texture, and from the cultural content, for instance to be used for scholarly purposes or communication to the public. In some cases, one of the natures prevails on the other. This may be the case because the object is being processed, e.g. visualized on a computer, or scrutinized by heritage scholars for review. In a few others, it is unfortunately the user s narrow-minded attitude that leads to take into account only one nature of such an object and neglect the other. It is therefore necessary to explore a way of documenting 3D cultural objects that keeps together all the relevant information, both the cultural and the digital one. In this paper we propose an ontology for such complex objects that owns the following important properties: i) it is sufficiently general to encompass very different artefacts, from pottery sherds to historical landscapes; ii) it fully complies with international standards for heritage, in this case CIDOC-CRM, of which it can be shown to be a specialization/ extension; iii) it is sufficiently simple to be used and understood by heritage practitioners and professionals with moderate computer skills, and documents items in a plain, human readable and understandable way; iv) items documented as instances of this ontology can be efficiently processed for the most frequent purposes, as computer visualization, retrieval of cultural information or storage in a database; v) it is ready for compliance with other important requirements, as for instance the proposed charter on credibility known as London Charter.
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    Evaluating the Social Context of ICT Applications in Museum Exhibitions
    (The Eurographics Association, 2006) Tost, Laia Pujol; Economou, Maria; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    The spreading of Information and Communication Technologies (ICT) in exhibitions is, among other reasons, due to the wish of curators to find new ways to improve visitors experiences in museums. This has lead to an interest to understand if and how they really work as a museological and museographical element and assess their effectiveness. However, systematic studies in this field remain very limited or are not of sufficient depth. Although the technological field has a long tradition of assessment, this usually concentrates on technological, attitudinal or cognitive issues and does not take into account the specific features of the visit in a museum or cultural heritage site and the importance of the social context. This paper stresses the need to carry out and take into account the results of a systematic body of analyses dealing with how technological displays are really used. It also discusses the need to concentrate on the social dimension of the visit and use of ICT and to develop the methodological aspects. Based on previous studies and on our own research, the contribution of this paper is twofold: firstly, it provides an overview of empirical results concerning the use of different kinds of ICT exhibits and secondly, it discusses some preliminary ideas aimed at the construction of a methodology for evaluation. The aim is to establish the basic guidelines for the effective integration of ICT applications in museums and cultural heritage.
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    Ontological Modelling for Archaeological Data
    (The Eurographics Association, 2006) D'Andrea, Andrea; Marchese, Giulia; Zoppi, Tommaso; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    The need to investigate an archaeological context causes the inevitable destruction of the upper strata in favour of the lower ones. On-site research activity therefore translates into a documentation activity (forms/photographs/surveys), which must be as neutral as possible and not necessarily biased by the scientific interests of the archaeologist. This documentation activity has recently been subjected to an indepth analysis and evaluation. A wide spectrum of standards and reference regulations is being defined by different national and international Organisations. The various attempts made at normalizing the production of documents of excavations have lead to the elaboration of a large number of forms. The introduction of computer science in the management of archaeological records has actually complicated the picture because it has added different formats, software and operating systems, chosen by each individual researcher. Considering how dangerous it is to convert older data to newer digital formats, as is any translation from one language to another, we started a project aiming at defining an ontology able to guarantee interoperability between different archives without modifying, altering or sacrificing the archives created by each archaeologist. The primary objective of our research has been to analyse the Italian documentation produced during the stratigraphical excavation, which represents the most consistent corpus of data available also in digital format. We chose the CIDOC-CRM because it is event-oriented. In terms of content, the archaeological documentation activity may be easily schematized: it documents a past event occurring during an archaeological era and, at the same time, it documents the action of the modern-day scholar. Any excavation activity and its pertinent methodology may be easily described following this conceptual formalism.
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    Reflecting on the Creation of an Authentic Aural Experience in the Digital Songlines Game Engine: Part of a Contextualised Cultural Heritage Knowledge Toolkit
    (The Eurographics Association, 2006) Gibbons, C.; Wyeld, Theodor G.; Leavy, B.; Hills, J.; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    Digital Songlines is an Australasian Cooperative Research Centre for Interaction Design (ACID) project that is developing protocols, methodologies and toolkits to facilitate the collection, education and sharing of indigenous cultural heritage knowledge. The project explores the areas of effective recording, content management and virtual reality delivery capabilities that are culturally sensitive and involve the indigenous custodians, leaders and communities in remote areas of the Australian outback . It investigates how players in a serious gaming sense can experience Indigenous virtual heritage in a high fidelity fashion with culturally appropriate interface tools. This paper describes the circumstances that gave rise to the concept of a 3D ambient audio quilt, designed and implemented specifically for the Digital Songlines game-engine software. It discusses the importance of a site visit to a remote location in the north-east of the Australian outback, and how this prompted the discovery of a new method for creating an authentic aural experience in a 3DVE. This paper reports on completed and ongoing research in this area.
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    Destroying Cultural Heritage: Technical, Emotional and Exhibition Aspects in Simulating Earthquake Effects on a Gothic Cathedral
    (The Eurographics Association, 2006) Chittaro, Luca; Ranon, Roberto; Corvaglia, Demis; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    While a significant research effort has been devoted to produce virtual reconstructions of cultural heritage, the issue of reproducing the effects of natural or man-provoked disasters (e.g., earthquakes, floods, wars) on cultural heritage has received much less attention. Moreover, presenting these events with multimedia installations on museums requires to consider how to properly convey the dramatic aspects of the experience besides the faithful simulation of the damage caused. In this paper, we focus specifically on earthquakes and their effects on historical buildings.We present the methodology we have followed to produce a museum experience of a real earthquake that struck a gothic cathedral. We discuss technical (e.g., building a 3D model that is suitable to the considered purpose), emotional (e.g., testing the exhibit with pilot studies on users), and exhibition aspects (e.g., using infrasound to increase the realism of the experience and the dramatic feelings it evokes).
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    The backstage of Byblos' Roman theatre: New Digital Devices using Information and Communications Technology (ICT)
    (The Eurographics Association, 2006) Paoli, Giovanni De; El-Khoury, Nada; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    This paper presents the results of a multidisciplinary research project that combines the fields of architecture and the conservation of the built heritage, history, communications and computer science. The study of new methods of experimentation will enable us to define and validate new orientations in the way we understand, structure and transfer acquired knowledge about a given architecturally significant complex. The aim of the project is to present the various experiences obtained during the interpretation of heritage spaces, and in particular intangible heritage, using information and communication technologies. More specifically, it involves acquiring, through ICT, computer modelling and archaeologists accurate documentation, an understanding of the consequences of successive occupations of an archaeological site on its current condition. It also seeks to gain a better understanding of the construction techniques and know-how of the Ancients. The objective of this project is to introduce computer modelling, which is capable of showing the site s evolution over the centuries, in order to help us understand the superposition of historic layers. This work will reflect on how to respond to certain challenges using the example of the experiences acquired at the site of the ancient city of Byblos in Lebanon, a city included in UNESCO s World Heritage List. The Byblos project also helps to re-create and re-mould a monumental complex without having all the information and to test hypotheses that we would otherwise be unable to validate without compromising the heritage values of a site by physically reconstructing it. Such a compromise was experienced in the case of the Roman theatre of Byblos (A.D. 218) which, in the 1930s, was moved and rebuilt by the sea by archaeologist M. Dunand.
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    A Parametric Exploration of the Lighting Method of the Hagia Sophia Dome
    (The Eurographics Association, 2006) Jabi, Wassim; Potamianos, Iakovos; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    Byzantine church design depended heavily on natural light for the generation of evocative effects supportive of the liturgical acts taking place in it. It appears that there were several effects coordinated in order to strengthen the impression of divine presence within the church. The method of ritual lighting reveals a sophisticated level of design in Byzantine churches involving a number of issues which must have formed a complete and integrated system. Specifically, one of these effects concerns the generation of light shafts within the church apse and a derivative apse geometry; a second effect concerns the lighting of the dome; a third effect concerns the church proportions in respect to the way its interior spaces ought to be viewed as well as a number of other relevant issues. Some of this work has been presented in various papers, conferences, and speeches. However, recently we have employed parametric modeling as a tool that helps us comprehend more fully and accurately the design strategies and methods involved as well as revise erroneous assumptions made in the initial stages of this research. The present paper aims at exploring the effect of the luminous dome through the aid of a 3D model focusing specifically in the system developed for the initial dome of Hagia Sophia in Constantinople. While this idea has been previously explored theoretically, the 3D model provides us with more accurate results, verifies some of our conclusions and refutes others becoming in this way not only an indispensable tool that allows us to reach a more detailed and clear exploration of our initial assumptions.
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    On the Digital Reconstruction and Interactive Presentation of Heritage Sites through Time
    (The Eurographics Association, 2006) El-Hakim, Sabry F.; MacDonald, George; Lapointe, Jean-François; Gonzo, Lorenzo; Jemtrud, Michael; Marinos Ioannides and David Arnold and Franco Niccolucci and Katerina Mania
    Virtual time travel from existing remains of a heritage site to its previous states and original condition is an educational and interesting experience and can provide better understanding of history. However, digitally reconstructing non-existing objects is a challenge. The interaction and navigation within virtual 4D worlds (adding time to 3D worlds) is also problematical due to the time dimension. In this paper we developed an approach to modelling of heritage sites that has undergone changes over the years. The method creates independent models from different types of data, such as frescos and paintings, drawings, old photos, historic descriptions, and digitization of remains, then assembles and integrates these models for an interactive presentation. Several research issues had to be addressed: (1) Modelling from frescos and drawings with incorrect perspective, (2) modelling from paintings and old photos including fine geometric details from shading (3) colouring models from old photos and drawings to match the colours of existing elements, (4) the seamless and accurate integration of models created independently from different sets of data, and (5) the creation of intuitive interactive presentation that combines all the models and other useful information. We provide contributions to these issues, including our own advanced model viewer, and apply them to modelling of: destroyed Haida house of Chief Weah (Masset, Canada), the demolished and partially relocated Rideau Chapel (Ottawa, Canada), and the Stenico castle (Trentino, Italy) which undergone many changes over several centuries. Each of these diverse examples illustrates different approach for reconstructing heritage sites that changed through time.