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Now showing 1 - 4 of 4
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    Authoring Animated Interactive 3D Museum Exhibits using a Digital Repository
    (The Eurographics Association, 2012) Zmugg, René; Thaller, Wolfgang; Hecher, Martin; Schiffer, Thomas; Havemann, Sven; Fellner, Dieter W.; David Arnold and Jaime Kaminski and Franco Niccolucci and Andre Stork
    We present the prototype of a software system to streamline the serial production of simple interactive 3D animations for the display in museum exhibitions. We propose dividing the authoring process in two phases, a designer phase and a curator phase. The designer creates a set of configurable 3D scene templates that fit with the look of the physical exhibition while the curator inserts 3D models and configures the scene templates; the finished scenes are uploaded to 3D kiosks in the museum. Distinguishing features of our system are the tight integration with an asset repository and the simplified scene graph authoring. We demonstrate the usefulness with a few examples.
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    Automatic Image Selection in Photogrammetric Multi-view Stereo Methods
    (The Eurographics Association, 2012) Hosseininaveh, Ali; Serpico, Margaret; Robson, Stuart; Hess, Mona; Boehm, Jan; Pridden, Ivor; Amati, Giancarlo; David Arnold and Jaime Kaminski and Franco Niccolucci and Andre Stork
    This paper brings together a team of specialists in optical metrology, museum curation, collection digitization and 3D development to describe and illustrate by example a method for the selection of the most suitable camera views, vantage viewpoints, from a large image dataset intended for metric 3D artefact reconstruction. The presented approach is capable of automatically identifying and processing the most appropriate images from a multi-image photogrammetric network captured by an imaging specialist. The aim is to produce a 3D model suited to a wide range of museum uses, including visitor interactives. The approach combines off-the-shelf imaging equipment with rigorous photogrammetric bundle adjustment and multi-view stereo (MVS), supported by an image selection process that is able to take into account range-related and visibility-related constraints. The paper focusses on the two key steps of image clustering and iterative image selection. The developed method is illustrated by the 3D recording of four ancient Egyptian artefacts from the Petrie Museum of Egyptian Archaeology at UCL, with an analysis taking into account completeness, coordination uncertainty and required number of images. Comparison is made against the baseline of the established CMVS (Clustering Views for Multi-view Stereo), which is a free package for selecting vantage images within a huge image collection. For the museum, key outputs from the 3D recording process are visitor interactives which are built around high quality textured mesh models. The paper therefore considers the quality of the output from each process as input to texture model generation. Results demonstrate that whilst both methods can provide high quality records, our new method, Image Network Designer (IND), can provide a better image selection for MVS than CMVS in terms of coordination uncertainty and completeness of the final model for the museum recording of artefacts. Furthermore, the improvements gained, particularly in model completeness, minimise the significant overhead in mesh editing needed to provide a more direct and economical route to 3D model output.
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    Building Scholar e-communities Using a Semantically Aware Framework: Archaia Kypriaki Grammateia Digital Corpus
    (The Eurographics Association, 2012) Pitzalis, Denis; Christophorou, Elina; Kyriakou, Niki; Georgiadou, Aristoula; Niccolucci, Franco; David Arnold and Jaime Kaminski and Franco Niccolucci and Andre Stork
    Web-based learning communities have developed into a very popular vehicle for sharing information amongst students, researchers and enthusiastic users and are slowly gaining importance in the humanities field. Unfortunately, as data organization and information exchange in such communities are usually unstructured and strongly geo-localized, they generate serious interoperability issues. At the same time, an increasing amount of knowledge based resources is made available on the Web and a lot of effort is put into creating reference ontologies for the Cultural Heritage, actively publishing controlled vocabularies and sharing data across different platforms by using RDF and RDFa. In this context and with the objective to consolidate these two independent efforts, we have developed a platform for advanced structured online collaboration as a framework for advanced e-learning, the Archaia Kypriaki Grammateia Digital Corpus (AKGDC). Our Digital Library supports exchange amongst researchers, educators and students, makes heterogeneous data resources available and easily reusable and suggests semantic relations within the resources. The AKGDC framework is based on a rather comprehensive corpus of the ancient Cypriot literature, the six-volume ''Archaia Kypriaki Grammateia'', or Arca´ia Kupriak ´h Gra ate´ia authored by A. Voskos, K. Michaelides and I. G. Taifacos and published by the Leventis Foundation between 1995 and 2008. The corpus covers the ancient Cypriot literary production of approximately thirteen centuries (from 7th century BC to 5th-6th century AD), and is typically classified by literary genres. This paper describes how the Digital Library has been conceptualized, developed and enriched. We expect our DL to positively impact highly interdisciplinary areas, such as Classical philology, archaeology, epigraphics, history, religion, philosophy, as well as to provide a broad utility service across the scholarly community.
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    Insourcing, Outsourcing and Crowdsourcing 3D Collection Formation: Perspectives for Cultural Heritage Sites
    (The Eurographics Association, 2012) Kaminski, Jaime; Echavarria, Karina Rodriguez; Arnold, David; Palma, Gianpaolo; Scopigno, Roberto; Proesmans, Marc; Stevenson, James; David Arnold and Jaime Kaminski and Franco Niccolucci and Andre Stork
    This paper presents three different propositions for cultural heritage organisations on how to digitise objects in 3D. It is based on the practical evaluation of three different deployment experiments that use different methods and business models for mass 3D-acquisition. These models are: developing the skills of in-house staff within an organisation, the use of external professionals and using crowdsourcing as a mechanism for developing the 3D collection. Furthermore, the paper provides an analysis of these models, lessons learned and practical recommendations for cultural heritage organisations. The analysis includes considerations of issues such as strategy, size of the organisation, skills, equipment, object accessibility and complexity as well as the cost, time and quality of the 3D technology. The paper concludes that most organisations are able to develop 3D collections but variations in the result will be reflected by the strategic approach they place on innovative 3D technologies.